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100% found this document useful (3 votes)
2K views107 pages

Dragon Magazine 378

Uploaded by

taber nero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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ISSUE 378 | August 2009

A D ungeons & D rag ons ® Roleplaying Ga me Supplement


®

Contents
F e at u r e s

5 Player’s Handbook 3 Debut: Githzer ai


By Robert J. Schwalb

12 Complete with staff commentary, this is the second in our Player’s Handbook 3 debut series. This time, we’re
presenting one of the races from PH3: the githzerai.

12 Domains of Dread: Monadhan


By Daniel Marthaler
Arantor, condemned undead dragon, rules this realm of betrayal with a tyrant’s claw.
Learn about Monadhan, the domain filled with the most fearsome betrayers in existence
… including the legendary Kas!

25 Domains of Eberron and the Forgot ten Realms


25 By Logan Bonner
Divine Power introduced the concept of domains. Now get all the information you need
for domains for deities of Eberron and the Realms.

39 Fighter Essentials
By Robert J. Schwalb
This first article in an ongoing series for all classes introduces some character creation
and tactical basics for character classes. Plus, this installment features new content for
the tempest and battle rager fighters, the new builds featured in Martial Power.

51 Ba za ar of the Bizarre: Items of Primal Power


39 By Kolja Raven Liquette
These new primal-themed magic items are suitable for many classes, but they’re 5
especially great for your barbarian, shaman, druid, or warden.
60 Channel Divinit y: Bahamut
60 By Robert J. Schwalb
A new series premieres with support for worshipers of COLUMNS
the Platinum Dragon. A player’s companion article to
“Deities & Demigods: Bahamut.”

70 Deities & Demigods: Bahamut


By Robert J. Schwalb
4 editorial

Everything DMs need to know about the worshipers 96 Design & Development: Item Sets
and advocates for Bahamut, ready and waiting to be By Logan Bonner and Peter Schaefer
dropped into your campaign. This month, we get a look at the creation of item
sets from Adventurer’s Vault 2.
79 Pl aying Githzer ai
By Chris Sims
99 Confessions of a Full-Time Wiz ard
By Shelly Mazzanoble
This in-depth article dives deep into this months’ D&D’s “Player-in-Chief ” shares more of her
Player’s Handbook 3 debut content, expanding on the wisdom and insight.
race with more information on githzerai culture, new
racial feats, and more! 104 RPGA Report
70 By Chris Tulach

88 E xplore Air spur , Part 2 The Living FR campaign is in full swing. Learn
more about how to get involved!
By Brian Cortijo
Our exploration of Airspur continues as we explore 107 A mper sand
some of the major villains and antagonists your By Bill Slavicsek
characters might encounter in the city. Bill discusses more of the changes in store for
D&D in 2009.

On the Cover
Illustration by Matt Stawicki
79 Dungeons & Dragons, D&D, Forgotten Realms, Eberron, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
ed i tor i al

D r ag o n
378
August 20 09
Just the


Editor-in-Chief

Senior Art Director


Chris Youngs

Jon Schindehette
Facts, Ma’am
Web Specialist Chris Sims I experienced what might be my favorite D&D moment of your next 4th Edition session and show them firsthand the
all time a few weeks ago. Chris Perkins’ Wednesday night roleplaying opportunities available in the game.
Web Production Bart Carroll, Steve Winter game is a world of small islands and large oceans, and our
low-paragon group has just acquired our first ship. We rou- Fourth edition doesn’t include some of the mundane
Graphic Design Keven Smith tinely have sessions in which we don’t roll a single die, and mechanical elements of character building that 3rd Edition
one such session a few weeks back involved us attempting did. For example, certain skills (I’m looking at you Craft and
Contributing Authors Logan Bonner, Brian Cortijo, to hire a crew. Chris informed us, through an NPC ally, that Profession) enabled a player to feel like his character had
Kolja Raven Liquette, Daniel the secret to a happy crew was a good ship’s cook. When all some sort of grounding in the “real world” of the campaign.
Marthaler, Shelly Mazzanoble, was said and done, we managed to successfully hire the best Odds were good that you never made a Craft or Profession
cook in the city through a series of roleplaying encounters, check in your game, but having ranks in that skill made
Peter Schaefer, Robert J. Schwalb, you feel connected to your character’s background. In 4th
wrangling him away from the service of another captain. As
Chris Sims, Bill Slavicsek, Edition, those skills are gone. Why? Because we feel like a
negotiations wrapped up, I happily leaned back in my chair
Chris Tulach and announced my satisfaction at finally hiring my own character’s statistics don’t represent the absolute truth of a
personal chef -- even if he was only around to make me mid- character’s story. That’s right -- the reason those skills (and
Developers Stephen Radney-MacFarland, night snacks in game. What a night! other such elements from other editions) are gone is that we
Peter Schaefer, Stephen Schubert, felt they hindered roleplaying.
Chris Sims, Rodney Thompson So what’s the point here? Well, if you’re reading this, Now if you want to say your character was a blacksmith’s
odds are good that you’re a 4th Edition D&D player. If you apprentice and knows how to make his own sword, just say
Editors Jeremy Crawford, Miranda Horner are, odds are also good that you know folks who play other so. Don’t worry about feeling forced to ref lect that story
editions. And if you know folks who play other editions, decision mechanically. Just write it on your character sheet.
Cover Artist Matt Stawicki odds are especially good that you’ve heard the complaint I’m Liberating, isn’t it?
about to address. Then you’ve got skill challenges. While they do include
Contributing Artists Steve Belledin, Leonardo Borazio,
Before we go any further, let me say one thing: I don’t mechanical elements, they provide a structure that DMs can
Empty Room Studios, Chad King, use to navigate complex non-combat situations. Most impor-
mind if you’re playing 1st, 2nd, or 3rd Edition. If you’re
Michael Komarck, Jorge Lacera, having a great time and your campaign is fun, keep doing tantly, this is the first time the game has given DMs an easy
Warren Mahy, Kiriko Moth, what you’re doing. We love it that you’re playing D&D -- any way to reward characters for their participation. In other
D&D! Personally, I wouldn’t trade my 3rd Edition campaign words, 4th Edition includes incentives to incorporate role-
William O’Connor, Eric L. Williams
memories for anything. If you’re playing another edition playing (and other non-combat) situations into your game.
Cartographers Sean Macdonald because you’re having fun, I’d say you’re doing so for the
right reason. Gaming should be about fun first and foremost, Beyond character background or skill challenges, this
Web Development Mark A. Jindra after all! That said, as a true believer in the current edition, complaint makes the least sense to me because in every RPG
I certainly hope all D&D players give 4th Edition a try at I’ve played over the past twenty years and more, roleplaying
D&D Creative Manager Christopher Perkins some point. was ultimately a result of the narrative brought to the table
by the DM and players, not something provided by rules.
Executive Producer, Anyway, if you’re like me, you’ve likely heard some That’s the beauty of roleplaying, after all! D&D has always
D&D Insider Ken Troop unfounded criticisms about 4E and been frustrated by them. been a game of heroic fantasy, and there’s nothing about
A lot of misconceptions still f loat around in cyberspace, those two words that requires rules of any sort.
Director of RPG R&D Bill Slavicsek often spread by people who haven’t even played the game. I honestly hope that most 4th Edition players don’t
But I want to address one of the strangest here: encounter this level of antagonism often. I also hope none of
us stoop to taking potshots at the games other people play.
Special Thanks All roleplaying has been removed from D&D with 4th This hobby is supposed to be fun, so even if you’re tempted
Edition. to rise to the bait of a hater, remember what Thumper said-
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter,
Jennifer Clarke Wilkes, Andy Collins, Bruce R. Cordell, Torah Cottrill, If you’re here on D&D Insider, I’ll bet you’ve heard ear it at dndinsider@wizards.com. If we get some good ones,
Jeremy Crawford, Mike Donais, Rob Heinsoo, Nina Hess, Peter Lee, this before. The first time you heard it, you might have we’ll share them with the rest of our readers. We want to
responded the same way I did: with confusion. hear from you!
Mike Mearls, Kim Mohan, Cal Moore, Stephen Radney-MacFarland,
Peter Schaefer, Stephen Schubert, Matthew Sernett,
Rodney Thompson, Rob Watkins, James Wyatt The next time you hear this myth bantered around, feel
free to direct people here. Better yet, invite these folks to
Githzerai Design by Robert J. Schwalb

This month’s Player’s Handbook 3 debut content is the Thanks for all your feedback on our first PH3 Commentary by Mike Mearls, Stephen
githzerai, one of four races to be featured in that book. debut article, last month’s psion. We’ve tweaked the Schubert, Robert J. Schwalb, Chris Sims,
In addition to the full race entry, this article format a bit to make this month’s article more reader- and James Wyatt
presents a brand-new githzerai paragon path—the friendly, while retaining the R&D commentary that
vengeance warrior known as the rrathmal—as well as makes this content more than just pages from a book. illustrations by Michael Komarck
several racial feats for your githzerai character. Tune in next month for another exciting dose of
All of this content comes directly from the pages Player’s Handbook 3!
of next year’s Player’s Handbook 3, and you get to see it
seven months before everyone else: just another of the Click here to visit the Compendium entry for the
great benefits of being a D&D Insider! githzerai.

Commentary
James Wyatt: The inclusion of the githzerai was a no-
brainer for the Player’s Handbook that introduces the
psionic power source to the game. They’re one of the
most iconic psionic races. Not coincidentally, they’re also
iconic monks.

Robert J. Schwalb: Of all the psionic-themed races


appearing in 3rd Edition, the ‘zerai are the strongest in
terms of flavor and party compatibility. As a human-like
race, they are not so alien that the average player can’t
have fun giving them a spin.
What’s more, the githzerai have an interesting his-
tory (descent from an enslaved race), they have classic
enemies (githyanki and mind flayers), and they work
especially well with the background developed for the
psionic power source.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
5
Githzerai

Githzerai withdrew to the Elemental Chaos and remote loca-


tions in the world to follow a path of self-reflection,
Ascetic and disciplined, masters of body and mind harnessing the power of the mind and soul. Centuries
later, the githzerai remain in such locations, leading
racial traits disciplined lives and observing their surroundings to
Commentary
determine their place in the universe.
Average Height: 6´ 0˝–6´ 5˝ Stephen Schubert: The monk is the iconic githzerai
Average Weight: 160–190 lb. class, and the race’s high Dexterity and Wisdom make
it perfectly suited for that class. I expect many players Play a githzerai if you want . . .
Ability Scores: +2 Dexterity, +2 Wisdom to experiment with other psionic classes, because the ✦ to be a character with strong planar ties.
Size: Medium githzerai will feel like the most “psionic” race available.
✦ to avoid attacks and stay one step ahead of your
A high Wisdom score fills the secondary ability score for
Speed: 6 squares enemies.
the other three psionic classes, though the githzerai will
Vision: Normal need to get his primary ability score for those classes the ✦ to be a member of a race that favors the avenger,
hard way. monk, and ranger classes.
Languages: Common, Deep Speech
Skill Bonuses: +2 Acrobatics, +2 Athletics Chris Sims: I also like that the race readily supports the
Danger Sense: You have a +2 racial bonus to initiative pursuing avenger, which is a lot like a religious battle
monk in my mind. I’d like to start playing a githzerai
Physical Qualities
checks. Characterized by spare frames and an exotic appear-
avenger of Ioun myself.
Defended Mind: You have a +2 racial bonus to saving
ance, githzerai are taller than humans and slender
throws against effects that daze, dominate, or stun.
to the point of being gaunt. Their skin tends toward
Shifting Fortunes: When you use your second wind, Stephen Schubert: This version of the githzerai expands
you can shift 3 squares as a free action. on the Monster Manual entry by adding a couple of new
yellow tones, occasionally shading into brown or
Iron Mind: You have the iron mind power. racial traits. We felt that the MM version was a little light green. They have distinctive angular features and
when compared to the other available races. We wanted pointed ears, as well as eyes set in deep sockets and
traits that emphasized both mobility and mental fortitude
flattened noses set high on their faces.
to capture the monk-friendly and psionic-friendly themes
Iron Mind Githzerai Racial Power that are iconic for the githzerai. Male githzerai usually keep their heads shaved
Under the brunt of an attack, you use the power of your mind or tonsured and braided, and they grow controlled
to fortify yourself against harm. facial hair. A typical style is a shaved pate with a long
Encounter braid from the back of the head. Females wear their
Immediate Interrupt Personal
long hair close to the head in braids or tight buns.
Trigger: You are hit by an attack
Effect: You gain a +2 bonus to all defenses until the end of Githzerai hair is typically russet, but black and gray
your next turn. sometimes appear.
The githzerai commitment to asceticism means
The githzerai are descended from an ancient race that they generally disdain displays of wealth. Their
once held in thrall by mind flayer overlords. After clothing is practical, simple in design, and accen-
the bloody uprising that won these people their tuated only by simple jewelry. They indulge their
freedom, ideological differences split them into two artistic nature through body painting or tattoos. Even
races: the githzerai and the githyanki. The githzerai these expressions incorporate a functional purpose:
rejected the cruel warmongering of the githyanki and Tattoos serve as identifiers, helping githzerai recog-

August 20 09 | D r ag o n 378
6
Githzerai

nize the tradition and location from which a fellow Few connections hold any sway over githzerai.
githzerai hails. Religion, nationalism, and even familial loyalties are
Githzerai live about as long as humans. less important than personal seeking and enlight-
enment. Githzerai place value on proven methods
Playing a Githzerai Commentary and associates, rather than on those that tradition
James Wyatt: Contrary to some message-board claims, or dogma might dictate. Githzerai seek out capable
Githzerai value their heritage. It informs their
the githyanki are not appearing in Player’s Handbook 3. teachers, students, and companions, and they are
philosophy, their behavior, and their intolerance Why not, you ask?
unwavering allies to those who prove worthy.
for githyanki and mind flayers. Where githyanki The githzerai’s evil kin are great villains, and we want
to be careful about how often we turn villain races into To discover whether someone or something is
crave battle and conquest, the githzerai seek inner
player character options. Making the drow a playable worthy, githzerai must be open-minded as well
harmony and self-mastery. They often travel great race spent a lot of that currency, and we don’t want to as willing to learn and to take risks. The fact that
distances to explore the self and to give up mortal overdo it.
githzerai find it easier to trust other githzerai than
attachments by witnessing the possibilities that exis-
Mike Mearls: While sometimes it’s fun to play against members of other races tempers this measure of
tence has to offer.
stereotypes, we don’t want every villainous race to go the tolerance. Only a member of the race can truly under-
Although githzerai are willing to explore and way of the drow.
stand the struggles that githzerai have undergone.
experience creation, they maintain a worldview cen-
tered on personal responsibility and accomplishment.
Robert J. Schwalb: As much as I love the mechan- Githzerai Characteristics: Ascetic, calculating,
Githzerai social hierarchy is based entirely on merit, ics, the githzerai story really grabs me. Githzerai recall calm, cautious, cynical, disciplined, introspective,
and each githzerai must earn a place in history. Great their roots, they know who they are, how they came
to be where they are, and what is at stake if they aban-
pragmatic, quiet, secretive, suspicious, terse
heroes, leaders, and teachers are immortalized as
don the disciplined lives they built for themselves. The
revered ancestors, with important techniques and
githyanki loom as a warning about what happens when Male Names: Dak, Durth, Ferzth, Greth, Hurm,
cultural elements bearing their names. The unworthy githzerai give into their warlike inclinations, when they
Kalla, Murg, Nurm, Shrakk
remain lowly and are forgotten in name and deed. let emotional extremes guide their actions. Their natural
Austerity, prudence, pragmatism, and tenacity also discipline, balance, and even emotions provide players
with strong roleplaying tools, while also giving built-in Female Names: Adaka, Adeya, Ella, Ezhelya,
run strong in the githzerai persona. Githzerai rarely adversaries for player characters to loathe and fight. Immilzin, Izera, Uweya
own more than is needed. They don’t speak at length
when a brief statement will do. Although githzerai Chris Sims: Within the framework of asceticism and
have fiery souls, reflected by their fierce resolve and introspection are a lot of possibilities for playing to and
against type. The introspective character on a path of
Githzerai Backgrounds
strong loyalties, they rarely display strong emotions. purposeful self-development is extremely compelling A githzerai character has access to these background
The trust of a githzerai must be earned, and most to me, especially when the character isn’t so bound to a elements.
githzerai expect weakness and lack of discipline in single creed that adaptability is lost. The core of Zerthi- Cenobite Initiate: You were raised and trained
mon’s philosophy seems to be introspection, adaptability,
others. However, githzerai readily make use of any action, and moderation, which can be as cool in a D&D
in a githzerai monastery in the Elemental Chaos or a
resources at hand, including members of other races, game as it is in real life. remote part of the world. You might have lived there
to solve problems or shore up defenses. Githzerai your whole life, contemplating the dangers around
rarely back down from a challenge in which success you and binding your mind in rigid discipline. Some-
seems possible. thing drew you away from your home. Perhaps you
sought the answers to questions about your race’s

August 20 09 | D r ag o n 378
7
Githzerai

origin. Maybe a visitor to your monastery aroused close and far. Highest among these is a rrakkma,
your curiosity about the world beyond its walls. Now a vengeance band. In these elite cadres, a mighty
you find yourself outside the disciplined civilization few—called rrathmals—gather together and venture
of the githzerai. How are you adjusting? Is the experi- forth to hunt those who still watch the free githzerai
ence intriguing or frustrating? Are new companions a Commentary
with covetous eyes. Each rrakkma sets out on a hunt,
suitable replacement for those you left behind? bringing destruction to mind flayers, githyanki, and
James Wyatt: There’s very little change in the story of
Associated Skills: Arcana, History the githzerai in their 4th Edition incarnation. They’ve other threats wherever they are found.
War Band Survivor: You joined a githzerai war always been a race of monastic ascetics who sought order At times, a rrakkma has a specific goal, such as
band that either traveled to the world or originated and peace in the midst of churning chaos. The change in hindering githyanki plans of conquest or ferreting out
the game’s cosmology, which removed the old plane of
in it. Your band sought enemies of the githzerai and Limbo, meant that the githzerai had to find a new home,
a hive of mind flayers. Other rrakkmas wander until
found foes beyond your group’s capabilities. Only but the Elemental Chaos is pretty much everything that they have faced a number of foes sufficient to call the
you survived the battle. What happened to the rest Limbo used to be (and more), so that was a pretty natural mission a success. To serve in a rrakkma is a great
choice.
of your band? You might be stranded in the world privilege, and githzerai preparing to join such a group
with no easy route home, but do you want to go Mike Mearls: The githzerai have placed themselves in receive special training. Even a githzerai who has
home? Is the shame of your band’s defeat, or perhaps the midst of a region that runs counter to everything they proven worthy while traveling among nongithzerai
the shame of your survival, too great? Do you seek do, in order to test themselves and to confront a chal- might be so honored.
lenge directly. That flavor is pretty nifty, so it was simply a
vengeance for the death of your companions or abso- matter of finding the best match for that.
You are such a one. You have served your people
lution for the guilt you feel as a survivor? well, proven yourself worthy of special training, or
Associated Skills: Dungeoneering, Perception Robert J. Schwalb: I like the symmetry established in found a teacher who knows the techniques of the
4th Edition: Githyanki fled to the Astral Sea and are now
vengeance warriors of the githzerai. Rrathmals have
a destructive presence in the otherwise mostly stable
Rrathmal plane, while the githzerai withdrew to the Elemental a variety of abilities. They share only a few secrets
Chaos, where they are a stabilizing presence in a mostly that allow them to make assaults decisively, pursue
“The search for enlightenment and the freedom we now tempestuous plane. enemies relentlessly, and defeat foes utterly.
possess do not allow us the luxury of quietly suffering our
As is always true among the githzerai, what you
enemies.”
Robert J. Schwalb: The rrathmal draws its inspiration do with your power is up to you. The expectation is
from 3rd Edition’s githzerai treatment, in particular only that you use your rrathmal training to the best of
Prerequisite: Githzerai Bruce Cordell’s “Calm Amid the Storm” in Dragon Maga-
your ability to protect yourself, your people, and your
zine #281 and Chris Young’s “Killing Cousins” in Dragon
Magazine #306 (as Chris Thomasson). companions. With it, you’ll continue to prove yourself
Untold years of slavery shaped your people. Freedom
I wanted a paragon path that spoke to the ongoing among the greatest of your people. You’ll write your-
molded them further during the split from those struggles against the githyanki and mind flayers, while self into the chronicles of the githzerai and into the
who became the githyanki. In the centuries since the also giving players a vehicle for acquire powers similar to
those presented in various githzerai entries in the Monster
nightmares of those who invite your vengeful hand.
githzerai gained independence, they have struggled
Manual.
to master themselves and prepared themselves
against any threat to the liberty they earned so long
ago. They shall not be enslaved again.
Defense is not enough, however. Your people
have always formed war bands to deal with menaces

August 20 09 | D r ag o n 378
8
Githzerai

Rrathmal Features Vengeance Shroud Rrathmal Attack 20


Psychic Resistance (11th level): You gain resist Exerting your steely will, you force order onto the chaos of
battle and turn the hostility of your adversaries into suffering.
10 psychic. The resistance increases to 15 at 21st
level. Encounter F Psychic, Zone
Standard Action Close burst 2
Unfettered Action (11th level): When you Targets: Each enemy in burst
spend an action point to take an extra action, any Attack: Dexterity or Wisdom + 6 vs. Will
effects that slow or immobilize you end. Hit: 2d10 + Dexterity or Wisdom modifier psychic damage.
Commentary The first time the target hits or misses on its turns, it takes
Preternatural Instinct (16th level): When you
10 psychic damage (save ends).
roll initiative, you can roll twice and use either result. Stephen Schubert: The rrathmal mixes roles a bit, Miss: Half damage.
and thus appeals to a variety of characters, though Effect: The burst creates a zone of order that lasts until the
melee-based characters stand to benefit the most. Both end of your next turn. The first time any ally within the
Rrathmal Powers defenders and strikers appreciate the added mobility of zone makes an attack roll on his or her turns, he or she can
Unfettered Action and inescapable fate, while vengeance choose to take 10 on the attack roll rather than roll a d20.
shroud provides a leader-like boost to damage output Sustain Minor: The zone persists.
Trace Chance Rrathmal Attack 11 consistency. The daily attack power pushes the path a
By peering into the future, you pick through the possibilities to bit closer to classes that value Dexterity or Wisdom, and
anticipate your enemy’s next action. given the expected predilections of githzerai players, I
Encounter expect plenty of monks to try out the rrathmal path.
Heroic Tier Feats
Standard Action Ranged 5
Target: One creature
Effect: You gain a +2 bonus to the attack roll of the next at-will Stephen Schubert: At first glance, trace chance would
seem to have the same issue we had with righteous rage Alhahn’s Mindful Relocation
melee attack you make against the target before the end
of your next turn. If that attack hits, it is automatically a of Tempus, in that it nearly guarantees a critical hit. But a Prerequisite: Githzerai
closer look reveals the balance built into the power.
critical hit. Benefit: When you use your Shifting Fortunes
First, the power is a standard action: it essentially lets
you trade your attack output during one round for a much racial trait, you can shift a number of squares equal to
Inescapable Fate Rrathmal Utility 12 bigger hit in a later round. your speed, instead of 3 squares.
Even as your opponent withdraws, you are in motion, cutting Second, the power only boosts an at-will attack, which
off its retreat. reins in the damage a bit, preventing the character from
At-Will getting an automatic critical with a high-output daily Dakshai’s Body-Mind Union
attack power.
Immediate Reaction Personal Prerequisite: Githzerai
Trigger: An adjacent enemy shifts away from you We expect that this power will be used in a round when
a PC can’t reach his target but might be able to on the fol- Benefit: When you are subjected to an effect that
Effect: You shift your speed to a square adjacent to the trigger-
ing enemy. lowing round, or in conjunction with an action point to a save can end, you can expend the use of your iron
get it all out in one round. mind racial power as an immediate interrupt to make
a saving throw with a +5 bonus against that effect,
instead of gaining iron mind’s normal effect.

August 20 09 | D r ag o n 378
9
Githzerai

Iron Resolve of Zerthadlun Shared Danger Sense


Prerequisite: Githzerai Prerequisite: 11th level, githzerai
Benefit: While you have at least 1 power point, Benefit: Allies within 5 squares of you gain a +2
you gain a +2 feat bonus to saving throws. racial bonus to initiative checks.

Miryath’s First Strike Wind’s Fortunes


Prerequisite: Wis 13, githzerai Prerequisite: 11th level, githzerai
Benefit: The first time you hit a creature that has Commentary Benefit: When you use your Shifting Fortunes
not yet acted during the encounter, the creature takes Robert J. Schwalb: Githzerai feats reinforce and expand racial trait, you can instead teleport the number of
the race’s existing themes and mechanics.
extra psychic damage equal to 1 + your Wisdom or squares you would have shifted.
Dexterity modifier. The extra damage increases to 2 + Stephen Schubert: The githzerai racial power and
your Wisdom or Dexterity modifier at 11th level and 3 saving throw bonus already invokes the idea of an inner
defensive focus, so the feats allow us to expand on that,
Epic Tier Feats
+ your Wisdom or Dexterity modifier at 21st level.
and even extend that inner focus to his offensive output
via Iron Hands.
Adamantine Mind
Zuwoth’s Enlightened Step
Robert J. Schwalb: They also incent players to build Prerequisite: 21st level, githzerai
Prerequisite: Githzerai iconic race and class combinations. Benefit: When you use your iron mind racial power,
Benefit: During the first round of an encounter,
Stephen Schubert: For example, the mobility-based
you gain a +4 bonus to all defenses, instead of +2.
you do not provoke opportunity attacks from enemies
feats appeal to the monk, who wants to get in and out of
that have not yet acted. combat quickly.
We also wanted feats that tie the githzerai themati-
Iron Body
Prerequisite: 21st level, Wis 13, githzerai
Paragon Tier Feats cally and mechanically to the psionic power source.
This desire resulted the psychic damage from the Miry- Benefit: While your iron mind racial power is in
ath’s First Strike feat, and the power point tie-in of Iron
Resolve of Zerthadlun.
effect, you gain resistance to all damage equal to your
Githzerai Planewalker Wisdom modifier.
Prerequisite: 11th level, githzerai Chris Sims: I also wanted to evoke cultural themes; con-
cepts that support what the prose says about the githzerai.
Benefit: When you perform the ritual Linked Peerless Reaction
Connecting feats to specific historical githzerai—via the
Portal, Planar Portal, or True Portal, you halve the names used—strengthens the concept of racial heritage Prerequisite: 21st level, githzerai
time required to perform it and gain a +5 bonus to any and reverence for ancestry.
Benefit: When you are hit by an attack, you can
required skill check. In addition, you can master those
expend the use of your iron mind racial power as an
rituals even if you don’t have the Ritual Caster feat.
immediate interrupt to use your second wind, instead
of gaining iron mind’s normal effect.
Iron Hands
Prerequisite: 11th level, Wis 13, githzerai
Benefit: While your iron mind racial power is in
effect, you gain a bonus equal to your Wisdom modi-
fier to melee damage rolls.

August 20 09 | D r ag o n 378
10
Domain
of Dread:
Monadhan, the
Traitor’s Hold
By Daniel Marthaler
Illustrations by Chad King
Cartography by Sean Macdonald

Monadhan is a domain of wretched anguish forever


lost within the endless reaches of the Shadowfell.
Escaping the clutches of a domain of dread is no easy
task, because the Shadowfell does not give up its
secrets lightly. Only those who come to understand
something of the dark lord and why the domain came
to be can hope to breathe free air once more.
Long ago, when the dragonborn empire of Arkho-
sia warred with that of devil-tainted Bael Turath for
dominion of the world, the dragonborn of Arkhosia
forged pacts with dragons to aid their war effort.
One such was Arantor, a silver dragon who felt that
aiding the empire against the devilry of Bael Turath
was a glorious and fitting endeavor for one of his
power. During his service, Arantor was tasked with
the destruction of a remote Turathi military outpost
almost hidden within thick tropical rain forest. Its
remote location and jungle surroundings ruled out
ground-based reinforcements. Accompanied by his
daughter and protégé Imrissa, he took wing and
prepared for a swift and brutal surprise assault to
eliminate the threat.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
12
Domain of Dread: Monadhan, the Traitor's Hold

They attacked by night, diving out of a torrential gressed to launch ruthless attacks on Turathi targets, proper title and refer to it in all manner of creative
downpour and raking the camp with their freezing military and civilian alike. Each time the slaughter and expletive-ridden nicknames.
breath while smashing tents and crude buildings was complete; Arantor left no survivors. The carnage Like the dark lord, those that inhabit the domain
asunder with tail, wing, and claw. In that first furi- continued until a team of Turathi dragonslayers of Monadhan have all committed a manner of base
ous assault, they slaughtered scores with surprisingly tracked him to ground and destroyed him. treachery. Only traitors find themselves here: com-
little resistance. Only after the first pass did they Arantor awoke, whole and seemingly healthy, in manders who send those who trusted them to their
discover, to their horror, that the tents below har- the Shadowfell as the dark lord of his own personal deaths out of pride, magistrates who condemned
bored not the battle-hardened legions of Bael Turath domain of dread: a twisted reflection of the jungle innocents to line their pockets, those who turned
but civilian refugees: families, elderly, infirm, and valley, complete with fortress and refugee camp, upon their friends or families to save themselves,
wounded. Imrissa and Arantor broke off the attack where his shame was born. As the years slipped by and the like. The greater the treachery and the more
immediately and retreated to the security of the and he exhausted every avenue of escape he could pathetic the reason, the more likely the perpetrator
storm clouds. Weighed down by the innocent blood conceive, Arantor became aware that he still aged is to find a place within Monadhan. Needless to say,
they had spilled, Imrissa proposed that they return to as he would have in the mortal realm. He consigned trust is hard to come by; those who survive long learn
Arkhosia immediately to report the terrible mistake. himself to waiting out his considerable life span, to sleep with one eye open and a dagger in hand.
Arantor, concerned with the damage such a massa- hoping that his purgatory would end and he would be The domain’s most famous, or infamous as the
cre would cause to his reputation, declared that they allowed peace upon his death. This was not to be. As case might be, inhabitant is the vampire Kas. Cast
would inform no one of the night’s events. Their argu- his body died, his consciousness remained trapped here after his betrayal and attempt on the life of the
ment over a course of action grew long and heated within his decaying form, animating it as an undead god Vecna, he can pass through the mists around the
as lightning crashed around them until irrevocable prison to last throughout eternity. As his flesh began domain unharmed. However, he remains drawn to
words were uttered and Imrissa, disgusted with her to rot away, he became aware that where his heart the traitor’s domain like a moth to a flame, going so
sire, turned to head back and report the truth what- should have been rested the skeleton of another silver far as to keep a small base of operations and cadre of
ever the consequences. In a blind fit of rage, Arantor dragon: the daughter he turned upon and murdered. minions within Monadhan.
attacked. The battle was swift and vicious. Imrissa When the last scrap of withered skin sloughed off, it 1. The Mists
was no match for her elder; soon her broken body stirred and began to ceaselessly whisper the names of
Thick fog enshrouds the domain, forming an impen-
plummeted through the raging storm and was lost to the innocents Arantor had slain over the years.
etrable wall and canopy that renders the sun a hazy,
the jungle below.
hateful blot but does nothing to blunt its heat. No one
With rage, grief, and self-loathing coursing Monadhan voluntarily comes near the mists, because they have
through him like molten steel, Arantor turned to the
been known to swallow without a trace those foolish
valley below. No one could bear witness to his shame; Long ago, the remote jungle outpost attacked by enough to approach. What becomes of them cannot
no one could be left to tell the tale of this . . . mis- Arantor and Imrissa was known as Monadhan. Its be said, but since the Shadowfell is a harsh mistress
take. Methodically, mercilessly, he hunted down and ruin, toppled by time and choked by the forest, lies and those entering the mists are never seen again, no
butchered every last refugee, leaving nearly two thou- nameless and forgotten deep in a trackless rain forest one doubts that it is horrific. From time to time the
sand silent corpses in his wake. of the mortal realm. In the Shadowfell, however, it mist disgorges terrifying beasts or terrified people
He fled the valley, but could not return to Arkho- still stands within the domain that shares its name. from across existence, and none of the sentient travel-
sia. Instead he vanished into the wild places of the Most of the residents are ignorant of their home’s ers have knowledge of how they came to Monadhan.
world, surfacing from time to time as the war pro-

August 20 09 | D r ag o n 378
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Domain of Dread: Monadhan, the Traitor's Hold

not already blocked by the Tangledeep. Their flanks


are swathed in the same thick jungle that covers
the rest of the domain, with only the sheerest faces
revealing the damp gray and brown stone from which
they are constructed. They can be climbed, but the
inhabitants of the realm know to avoid doing so lest
the fickle mists send a monstrosity to harry them
or creep unexpectedly close to the edge and cut off
escape. Only the desperate or foolhardy search above
the cliffs for food or strange treasures left behind by
the mist.
4. Blackfish Lake
The deep, still waters of Blackfish Lake are home to
the dark-scaled fish that give the lake its name. The
lake veritably teems with aquatic life, ranging from
freshwater shrimp to terrifying predators more than
capable of swallowing a human without a trace. Even
the humble blackfish can pull human-sized meals
beneath the surface, and they grow from an innocu-
ous foot or so when young to a creature of staggering
proportions that is easily larger than an ogre. Small,
crude boats float offshore in search of larger speci-
mens while land-based fishers cast lines to snare the
smaller blackfish that live near the shore. The boats
2. Tangledeep from the trackless depths of the swamp to rampage never stray far onto the lake, and never at night, for
through the shantytown, hunt the surrounding for- fear of the hydras, chuuls, and other monsters that
The swamp that lies on the southern extreme of
ests, or snatch careless fisherfolk from the water’s occasionally make their way in from the south, where
Monadhan, which extends farther into the mists than
edge. The proximity of the mists, not to mention the the lake bleeds into the Tangledeep.
anyone has dared travel, is a dark, unimaginably
dense place of warped trees. Stagnant, scum-covered vicious inhabitants, prompts the people of Monadhan 5. Jungle
water plummets from 3 inches in depth to seemingly to avoid the Tangledeep at all costs; even those wish- Most of the domain of Monadhan is covered with
bottomless without warning among the dark groves. ing to end their lives steer clear, for there are easier wild, tropical rain forest. Dense canopies turn the
All manner of dangerous and hostile creatures lurk and less painful ways to die. already gloomy days into twilight and the nights
in the murky depths, ranging from parasitic fish and 3. Warden Cliffs into pitch darkness. All manner of animals prowl
blood-seeking flies to primordial hydras and chuul Steep cliffs surround Monadhan, jutting from the this jungle, calling out mocking cries and stalking
juggernauts. Fearsome beasts occasionally emerge valley floor and obstructing travel in every direction intruders just at the edge of vision. The native fauna

August 20 09 | D r ag o n 378
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Domain of Dread: Monadhan, the Traitor's Hold

is without exception larger, more cunning, and more vain hope that doing so might offer an escape from 8. Monadhan Outpost
dangerous than their counterparts in the mortal their hellish predicament, know for sure. The only defensible and structurally sound building
realm. Tigers the size of horses stalk the forest floor 7. Shantytown around, the outpost is the target of some of the fierc-
with unnerving grace, their stride noiseless despite est gang fighting. The gang that gains control of the
Nearly all the three thousand odd inhabitants of
their muscled bulk. Great snakes slither and coil outpost is the ruling body of the shantytown for as
Monadhan live in the incredibly dense packing
amid the trees and waterways, armed with crushing long as they can maintain control. Since the domain
of ragged tents, crude lean-tos, and shoddy huts
grips and venomous fangs. Monstrous insects and is populated solely by traitors, this rule is next to
cobbled together from rubbish. Known variously as
arachnids, some the size of a grown human’s head impossible to enforce and dissolves before long when
Shantytown, Campton, the Town, and all number of
and some the size of the human, chitter and scuttle the gang inevitably tears itself apart with backstab-
curse-ridden monikers, the area has crushing over-
through the canopy and along the floor. The flora is bing and infighting.
crowding that only worsens nearer to the center of the
no less deadly, with aggressive, predatory species and The outpost is currently under the control of
shantytown as the inhabitants build adjacent to, on,
lethally toxic plants in abundance. Pelnur Gatesfist, a ruthless, self-aggrandizing mili-
and over preexisting sites as they huddle away from
Despite its unsettling atmosphere and danger- tary governor who was eventually lynched by his
the dangers of the jungle. Tiny, twisting paths run
ous occupants, the forest is the primary source of abused subjects before he ended up here. He and his
hard against the hastily constructed buildings that
raw materials for the humanoid inhabitants of the gang of thugs struggled to secure the fort shortly after
hem them in, making fatal ambushes amid the piles
domain. Most scrabble for wood, edible plants, and the arrived, which cost them dearly, and Gatesfist
of filth and refuse a common hazard and fact of life.
smaller animals at the edges of the jungle, heading is struggling to maintain appearances and recover
New arrivals must quickly acclimate themselves to the
deeper only when the direst of need drives them or his strength before an upwardly mobile underling
oppressive and crushing press of bodies, as well as the
they no longer care for their own safety. Larger par- or rival gang discovers just how weak he is. Any new
staggering stench of offal, refuse, sweat, and death that
ties do occasionally strike out into the forest to go arrivals would undoubtedly be “encouraged” by some
accompanies it. Most inhabitants gain a constant sense
after more valuable resources or to hunt exotic beasts sides to join their ranks in the brewing turf war and
of paranoia and never let their guards down.
for their valuable hides or the sport of the chase. Even be targeted for elimination by others that feel the
The layout of the camp is in constant flux as
so, the inhabitants of Monadhan keep one eye on the status quo is threatened.
neighbors kill each other, people occupy or abandon
shadowed forest at all times, fearing what might come
shelters, and gangs war for territory. Only the sturdi- 9. Cavern Entrance
crashing out to sate its hunger just as much as they
est of the huts and the central path that leads to the The area beneath the outpost and shantytown is
fear an anonymous knife in the back.
outpost can be considered landmarks. The names riddled with caverns. The dark lord of the domain,
6. The Pit of buildings and even entire sections shift as throats Arantor, has claimed the largest as his personal quar-
The massive, yawning hole the natives of Monad- are slit and triumphant gangs christen their terri- ters. The caverns that lead up to it are home to the
han refer to as “the pit” descends into the darkness, tory, but “downtown” is accepted to be the interior troop of death giants and their leader, Bahlik Gur,
seemingly without bottom. Most refuse to go near it, of the camp, where predation by creatures from the who serve as Arantor’s personal guard and, perhaps,
because those who move too close, especially if they rest of the domain is less of a risk but predation by jailors. The main entrance to the system lies in the
enter the pit, have a nasty habit of not returning. Wild fellow humanoids more so. The less populated areas, jungle, and lethal giants and slave fodder captured
rumors circulate about what might be contained which provide a modicum of safety from cutthroats from the town protect it.
within its depths, but only those who have hurled but expose inhabitants to the beasts of the wild, are Many of the shantytown’s residents are aware that
themselves off the edge, whether in despair or in a known as “edgetown.” black-skinned giants inhabit the jungle, but most

August 20 09 | D r ag o n 378
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Domain of Dread: Monadhan, the Traitor's Hold

Getting to Monadhan
If you’re looking for a few ways to take your PCs
to Monadhan, below are a few ideas that will
hopefully inspire you.
Turathi Legends: The PCs receive word that a
long-forgotten treasure or military secret of the
empire of Bael Turath is located in an obscure
and remote jungle outpost once known as
Monadhan. As the PCs approach, after what-
ever trouble they have locating and traveling to
the lost outpost you deem appropriate, a thick
fog rolls in. When they walk clear of it, they see
before them not the tumbled-down ruin, but the
intact fortress and teeming shantytown of the
domain of dread.
Undead Menace: Rumor has it that a power-
ful band of undead is using a ruined fortress deep
within the hostile jungle as a staging area. As
the PCs near the area, they encounter a strange,
heavy fog. Eventually they stumble out of the
mists that surround Monadhan.
Jungle Crossover: While navigating a
dense tropical swamp or jungle, the PCs find
assume they are just another danger of the wilds. 10. Ternun River it becomes increasing misty as they continue.
However, a few of the more observant have noted that After some time, they emerge from mists just
Slow and deep, the Ternun meanders through the
north of the Tangledeep.
the giants are encountered, judging by the locations jungle before splitting north of the outpost and shan-
Betrayal: The night after the PCs betray
where people vanish or are found slaughtered, with tytown. The shorter east branch flows past town someone who trusted them, a thick fog rises to
greater frequency in certain areas—almost as if they before emptying into Blackfish Lake. The western blanket the area. Within the fog it begins to grow
are guarding these areas from interlopers. Of course, branch eventually winds its way to the pit, where it warmer and warmer while odd noises, such as
since those who speak of such topics have a tendency plummets into the deep. A wide variety of fish call the hum of large insects, the dripping of water
to die messily, they are careful with whom they dis- the Ternun home, but since massive crocodiles and that wasn’t there, or the cawing of tropical birds,
cuss this. other aquatic predators do as well, fishing is fraught begin to be heard with increasing regularity
until the fog lifts and the PCs find themselves in
with danger and wading is reserved for the suicidal.
Monadhan.

August 20 09 | D r ag o n 378
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Domain of Dread: Monadhan, the Traitor's Hold

11. Ternun Falls in Monadhan, and trust too often comes with the rival gangs and from their own violent tendencies.
These spectacular, cascading falls are a beauty lost highest price of all. The gangs are in constant flux as turf wars rage, gang
upon the inhabitants of Monadhan. Wreathed in As might be expected in a society composed of members switch allegiances, and leaders are mur-
ever-present rainbows, the water tumbles breathtak- known traitors, there is little cooperation and no law dered by treacherous underlings. Brisk espionage and
ingly through the air as it descends It then breaks into beyond that of the jungle. The strong prey on the assassination trades, employing both gangers and
a multitude of streams that sparkle brightly as they weak, accumulating opportunistic lackeys as news of neutral parties, keep things moving and ensure that
plummet down the sheer rock face and, with a sound their exploits grows. These gangs form what passes even well-entrenched individuals sleep with one eye
akin to rolling thunder, plunge into a deep lake at the for government in the domain, demanding tribute open.
base of the falls before continuing the journey along from the inhabitants of whatever territory they claim When not scheming to advance themselves or
the Ternun River. The locals avoid the area since they in return for the dubious protection they offer from fighting off the plots of others, which are the twin
are the types who do not appreciate such marvels,
and the massive amount of spray the falls throw out Arantor Level 25 Solo Brute
Huge natural magical beast (dragon, undead) XP 35,000
makes it difficult to see if the mists might suddenly
Initiative +19; see also two souls Senses Perception R Influential Whispers (standard; must be Imrissa’s turn;
have crept into the valley proper. +19; darkvision at-will) F Charm, Psychic
12. Halls of the Betrayer HP 819; Bloodied 409; see also bloodied breath and shattered Ranged 10; +28 vs. Will; 2d10 + 4 psychic damage, and
prison the target is dominated (save ends). Aftereffect: The nearest
The vampire Kas the Betrayer maintains a small AC 38; Fortitude 39, Reflex 36, Will 36 ally within 3 squares of the target is dominated (save
base of operations in a series of converted caves east Immune disease, poison; Resist 25 cold, 15 necrotic; ends). This attack does not provoke opportunity attacks.
Vulnerable 15 radiant Dead Dragon’s Stride (move; must be Imrissa’s turn; at-will) F
of Blackfish Lake. The vampires and other undead
Saving Throws +5 Teleportation
are led by Gwenth and Rolain and are under orders Speed 8, fly 8 (hover) Arantor teleports 10 squares.
to maintain a low profile, only preying on those who Action Points 2 Two Souls
stray too far from the shantytown. The inhabitants of m Bite (standard; at-will) F Necrotic Arantor acts twice each round, once on initiative result 30
Reach 2; +30 vs. AC; 2d8 + 6 damage plus 2d8 necrotic and once on initiative result 20. The first is Arantor’s turn,
the town are aware that something lurks in the east-
damage. and the second is Imrissa’s turn, which determines which
ern forest, but the wild rumors rarely even resemble m Claw (standard; at-will) powers Arantor can use on each turn. On Imrissa’s turn,
the truth. Reach 2; +30 vs. AC; 2d8 + 8 damage. Arantor can only move by using dead dragon’s stride.
M Furious Onslaught (standard; must be Arantor’s turn; at-will) Shattered Prison (when Arantor drops to 0 or fewer hit points)
Arantor makes a claw attack against each enemy in reach, Arantor’s corpse cracks open and releases Imrissa, who
Life in Monadhan and one bite attack. continues to fight. She is large instead of huge, has 234
C Remnant Breath (standard; must be Arantor’s turn; hit points, does not benefit from two souls, can move
Monadhan is populated primarily by traitorous encounter) F Cold, Necrotic normally, and only uses powers that can be used on
Close blast 5; +28 vs. Reflex; 3d10 + 5 necrotic damage, Imrissa’s turn.
souls condemned there by whatever unknowable and the target takes 15 ongoing cold damage (save ends). Alignment Chaotic evil Languages Common, Draconic
mechanism governs the Shadowfell, deposited from C Bloodied Breath (when Arantor first becomes bloodied; Skills Athletics +27, Insight +19
disparate times and locations, seemingly without encounter) F Cold, Necrotic Str 31 (+22) Dex 25 (+19) Wis 14 (+14)
Arantor recharges remnant breath and uses it immediately. Con 26 (+20) Int 14 (+14) Cha 23 (+18)
rhyme or reason. A scattering of those born within C Betraying Breath (standard action; must be Imrissa’s turn;
the domain and a handful of unfortunates vom- recharge y z ) F Charm, Psychic
ited forth from the mists round out the population. Close blast 5; targets enemies; +28 vs. Will; 2d10 + 4
Regardless of their origin, those who hope to survive psychic damage and the target is dazed until it damages
one of its allies.
long quickly learn to watch their backs. Life is cheap

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Domain of Dread: Monadhan, the Traitor's Hold

national pastimes of Monadhan, the inhabitants of out possible methods of escape, or at least trying to Arantor’s Tactics
the domain spend their time scratching a living from figure out how to end his wretched existence. When
Arantor despises his existence and burns with
the harsh surroundings. Feeble rows of edible plants the ceaseless whisperings of his skeletal heart over-
hatred for those who do not share it. He charges
are grown against the walls of many shelters, where whelm him, he either slumps into a deathlike stupor
into combat, recklessly attempting to inflict as much
they are somewhat safer from raiding, but these tiny that can last for days or flies into a rage, bursting from
damage to as many targets as possible. He makes
gardens provide scant sustenance and most act as his cavernous lair to wreak remembered havoc upon
no move to avoid being mobbed, relishing the extra
little more than supplements to the foodstuffs that the inhabitants above. He plays out the events of the
targets for furious onslaught. Arantor saves his remnant
must be gathered from the wild. Most inhabitants night he slew his daughter and slaughtered the refu-
breath, which is not as quick to recharge as it once
of Monadhan fish, hunt, or gather what they need to gees: He first destroys the shantytown with his breath
was, to capture the largest number. On Imrissa’s
survive on their own, sticking to the relatively safer weapon before ascending into the clouds to argue,
turns, Arantor uses betraying breath as frequently as
jungle and waters nearest to the shantytown. Only grapple with, and slay a phantom of his imagination.
possible, and influential whispers otherwise, preferring
the gangs can organize, with an acceptably small The carnage on the ground is real, however, and the
to dominate strikers and controllers.
amount of infighting, the resources required to head population of Monadhan has learned to dread the
into the deeper jungle in search of larger prey or rare thunderous beat of skeletal wings.
resources. Artisans who can produce quality work or
goods the beyond the skills of the average person are
few and fiercely coveted by gang leaders, who force
these crafters to either throw their lot in with a par-
ticular group of violent thugs or tread a knife-edged
path of neutrality and sell to all comers.
The constant danger, both from wild beasts and
treacherous neighbors, and the never-ending struggle
to scrape a living from the harsh domain produces a
gaunt, hard people with little regard for the lives and
deaths of others. No funerals occur, nor do monu-
ments to the dead exist in Monadhan; the only ritual
for the fallen is a scramble to grab whatever might be
of value before someone else does.

Arantor and the


Heart of Darkness
Arantor shows little interest in ruling or even
acknowledging his domain. He spends his time in
the cavern beneath the shantytown he has claimed as
a lair. There he paces endlessly, attempting to ferret

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Domain of Dread: Monadhan, the Traitor's Hold

E1: Heart of Darkness Shadowed Crevices: The crevices marked (C) Tactics
extend farther than they should and rapidly fill with
Arantor hurls himself into combat as soon as he
Encounter Level 25 (35,000 XP) strange mist and shadows. A character who enters
detects the presence of the PCs. See the Tactics sec-
one of these crevices must spend one entire turn navi-
tion in the statistics for Arantor for more information.
gating the oddly shadowed passage before emerging,
Setup at the start of his or her second turn after entering,
Arantor and the Heart of Darkness (A)
from a different, randomly determined crevice. A DC SC1: The Weight of
27 Arcana or Dungeoneering check made during the Remorse
Arantor paces restlessly at the far side of a massive Although Arantor and the Heart of Darkness can be
turn spent in transit allows the PC to choose from one
cavern, seemingly raving at the air to be quiet and fought in the traditional manner, the pair is some-
of two randomly determined crevasses of egress.
cease its infernal whisperings. His one-sided argu- what more powerful than one might expect. The key
Subterranean River: An underground stream
ment prevents him from hearing any noise the PCs to defeating them is calling upon Arantor’s remorse
runs just beneath the surface of the cavern in the
might have made in previous combats and gives him to weaken the power of the Heart of Darkness and
indicated squares. It flows to the southeast at a rate
a –2 penalty to his passive Perception to notice the the influence it has over him. The areas of dense mist
of 4 squares per turn, although a successful DC 15
party. indicated on the map are manifestations of Arantor’s
Swim check allows a character to tread water or
swim within the stream. A series of stalactites plunge guilt and remorse, much like the Heart of Darkness is
Arcana or Religion Check a manifestation of his betrayal and rage. A character
into the river as it exits the cavern; any character not
DC 26: The strange areas of mist scattered around standing in one of these areas assumes the likeness
actively attempting to dive below them is automati-
the cavern are laden with memories tied to the dark lord, of one of Arantor’s past victims and can engage in the
cally stopped from continuing downstream. Crawling
Arantor. Perhaps what is contained within them could following skill challenge:
out of the stream and onto an adjacent square of rock
prove useful in vanquishing him.
counts as moving through difficult terrain, but the
Dungeoneering Check
creature is otherwise unimpeded. The Weight of Remorse Level 23
DC 23: The PC notices that the subterranean stream Skill Challenge XP 0*
Thin Stone: The stone over the subterranean
has weakened the rock in the marked squares to the point Arantor’s past is a bloody one, full of carnage and slaughtered
stream is thin and can barely sustain the weight of
where a sudden blow might shatter it. innocents. Taking the faces of his victims and calling on his
creatures standing upon it. Any melee or ranged
remorse, you seek to distract, disable, or even turn his rage
attack can target a square of the thin stone instead against himself.
Features of the Area of a creature. Bursts and blasts automatically target The PCs hope to call upon Arantor’s conscience and sense of
Illumination: The cavern is dimly illuminated by all the squares in their area, treating them as a single remorse to help them defeat the dark lord and the Heart of
phosphorescent fungus, glimmering insects, and the target. The stone has the following statistics: AC 20, Darkness.
Complexity
flickering balefire emanating from Arantor. Fortitude 20, other defenses 15; 15 hp. An attack 3 (requires 8 successes before 3 failures).
Stalagmites and Pillars: The large stalagmites that deals more than 15 damage destroys the stone Primary Skills
and pillars are blocking terrain, and the areas of square(s) it targeted, dropping anyone whose space Bluff, Diplomacy, History, Insight.
Bluff (DC 22 standard action)
smaller stalagmites are difficult terrain and provide contained even one of the squares into the stream.
The PC spins stories about the lives of Arantor’s victims, playing up
cover to those behind them. Mists: Anyone standing in the mist-filled squares their innocence and the tragedy of their undeserved slaughter.
can access the skill challenge. See SC1 below. Diplomacy (DC 22 standard action)

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Domain of Dread: Monadhan, the Traitor's Hold

The PC begs and pleads with Arantor for mercy while playing the breath recharges only on a 6 until Arantor uses shattered the Betrayer, fallen lieutenant and mortal enemy of
role of the victim he or she resembles or attempts to call upon prison.
the lich god Vecna, is aware of this method, having
Arantor’s decency and honor. 5th: The character deals 4d10 psychic damage to Arantor.
History (DC 27 standard action) 6th: Arantor takes a –1 penalty to attack rolls and all stumbled upon it when first cast down to the domain.
The PC recites a litany of the places and peoples ravaged by defenses until the end of the encounter. Convincing Kas to divulge such a tidbit is a mighty
Arantor in his time, allowing his or her allies to better tailor 7th: The character deals 4d10 psychic damage to Arantor. feat, but clever players might glean it through other
their stories. 8th: Arantor takes a –1 penalty to attack rolls and all
A successful History check also grants a +2 bonus to the next defenses until the end of the encounter, and Arantor does
means. Gwenth and Rolain, the vampires that lead
Bluff or Diplomacy check. not act on Imrissa’s turn until he uses shattered prison. Kas’s minions in Monadhan, might also be privy
Insight (DC 22 standard action) Failure to this information and it would be easier, but still
The PC appeals to Arantor’s conscience and feelings of remorse, The Heart of Darkness retains some of its hold on Arantor
epically difficult, to pull it from them. Careful, well-
slowly homing in on the correct path to take. despite the appeals to his conscience. The effects already
A successful check also reveals that a failed Intimidate check accrued remain, but the skill challenge can no longer be hidden, observation of Arantor might reveal that he
enrages Arantor. A check result of 27 or higher grants a +2 accessed during this encounter. shudders slightly when the Heart of Darkness reaches
bonus to the next check in the skill challenge. *Note that PCs receive no experience for completing the Imrissa in its litany of the slain, but the characters
Secondary Skills skill challenge; they receive the relevant experience by
have to discover the proper use of the name from
Arcana or Religion, Intimidate. defeating Arantor (which is now easier).
Arcana or Religion (DC 14 0 successes, minor action) another source, or perhaps they uncover it by observ-
The PC uses their extensive knowledge of the flow of magic or the ing those who know of it.
undead to discern the effects each check has had and steer their
The only way to permanently destroy Arantor and
allies accordingly. Killing Arantor and dissolve the domain is to have him truly repent for
Using these skills doesn’t count as a success or failure for
the challenge. Instead, the result grants a +2 bonus or –2
Escaping Monadhan the murder of his daughter and to utter her name in
penalty to the next character’s check. Physical destruction cannot end the existence of genuine sorrow. This monumental task would be all
Intimidate (DC 22 1 success, standard action) Arantor. Without the fulfillment of specific condi- but impossible if it were not for what lies buried deep
The PC uses their assumed faces to threaten Arantor with divine
tions, the remains of Arantor lie still and slowly beneath the surface of Monadhan. The pit is not a
judgment or to demand to know why they were attacked.
A failed check enrages Arantor, providing him with a +2 bonus discorporate into mist. Meanwhile the horizons totally natural occurrence; when Arantor murdered
to attack rolls and a +6 bonus to damage rolls until the end darken and a strong wind begins to blow as a vio- Imrissa, he cast her corpse down through the storm
of the PC’s next turn.
lent thunderstorm rolls in. At dusk Arantor awakes that raged above the outpost. Imrissa’s body came to
Special
A character who has discovered Imrissa’s name and uses it within the storm and reenacts the night he murdered earth west of the refugee camp and punched through
during this skill challenge gains a +2 bonus to all checks. If Imrissa before returning to his lair. During the storm a thin ceiling of rock and into a subterranean open-
Imrissa’s spirit is present, all PCs gain a +5 bonus to their it is possible to depart Monadhan through the mists, ing. In the warped reflection that is the domain of
checks. These bonuses do not stack.
emerging near the ruins of the original outpost. How- dread, that shallow cavern became the massive,
Success
Arantor guards himself against the influence of the Heart of ever, renewed patrols of death giants attempt to stop yawning pit that opens along the western cliffs. A
Darkness and does not act on Imrissa’s turn until he uses anyone from escaping in such a manner. twisted series of passages, disturbingly reminiscent
shattered prison.
A somewhat less blunt, but just as challenging, of blood vessels, culminate in an open chamber. In
Each success has additional consequences as follows:
1st Success: The character deals 4d10 psychic damage to method of escaping Monadhan exists. Speaking the center, what appears to be a young, translucent
Arantor. Imrissa’s name as one enters the mists allows the silver dragon is curled in slumber. Awaking the image
2nd: Arantor takes a –1 penalty to attack rolls and all speaker to travel the fog-bound paths that eventually allows Imrissa’s spirit to enter the domain, using the
defenses until the end of the encounter.
lead to the ruins of Monadhan in the world. Unfor- image as a vessel. If Arantor and the Heart of Dark-
3rd: The character deals 4d10 psychic damage to Arantor.
4th: Arantor takes a –1 penalty to attack rolls and all tunately, trying to discover this is a challenge. Kas ness are defeated while Imrissa’s spirit is present,
defenses until the end of the encounter, and betraying

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Domain of Dread: Monadhan, the Traitor's Hold

Arantor’s mind clears at last and he tears the Heart of aroused only by those who attempt to free those justly Bahlik Gur, Death Giant Level 23 Elite Soldier
Darkness from his chest and crushes it before slipping condemned to the domain or who discover the means Large shadow humanoid (giant) XP 10,200
into darkness. As his final sigh of “Imrissa” is uttered, of dissolving the domain. When roused for battle, Initiative +18 Senses Perception +19; darkvision
Soulcatcher aura 5; a creature that dies within the aura
the domain goes silent and the mists begin to pour into the giants rarely travel without a group of enslaved bestows one soul shard to Bahlik Gur (see soul shroud).
the valley like a tidal wave. The PCs and any good or Monadhan inhabitants to use as fodder and a ready HP 434; Bloodied 217
unaligned residents find themselves back in the world source of soul shards. AC 42; Fortitude 39, Reflex 33, Will 33
Resist 20 necrotic
at the ruins of Monadhan, and the traitorous inhabit-
Saving Throws +2
ants are shifted to another domain of dread. Bahlik Gur’s Tactics Speed 7
Action Points 1
Bahlik Gur leads his brethren from the front, direct- m Mace (standard; at-will) ✦ Weapon
Bahlik Gur and Death ing his allies into tactically advantageous positions Reach 2; +29 vs. AC; 2d8 + 6 damage, and the target is
Giants with press the attack even as he wades into combat. If marked.
M Double Attack (standard; at-will)
When Arantor awoke within Monadhan, the death
Bahlik Gur makes two mace attacks. If he hits two
giants were there. They have served him since then, different targets with them, he gains a +2 bonus to his
primarily as bodyguards. How they could exist within next attack roll.
C Press the Attack (move; at-will)
the domain before the dark lord and what their true
Close burst 10; targets 1 ally; the target can take a move
purpose there might be is uncertain. The giants action as a free action.
themselves remain silent on the matter and Arantor Battle Fervor
has long given up on attempting to force conversation Bahlik Gur scores critical hits on attack rolls 19–20.
Death Guardian (immediate interrupt, when an enemy
or information out of his supposed servants.
marked by Bahlik Gur makes an attack that does not
In addition to acting as a personal guard for include Bahlik Gur)
Arantor, the death giants take great pains to prevent Bahlik Gur makes a mace attack against the enemy.
anyone from escaping the domain. Those who near Soul Shield (free, when an ally within 5 squares is targeted by
an attack)
their goal or are poking around where they do not Bahlik Gur expends one soul shard and the ally gains a +4
belong regularly disappear, some no doubt meet- bonus to all defenses against the attack.
ing their end at the hands of a black-armored giant. Consume Soul Shard (minor; at-will) ✦ Healing
Bahlik Gur expends one soul shard and regains 20 hit
If their task is the continuation of the domain, and
points.
by extension, its dark lord, and the prevention of Soul Shroud
incarcerated souls escaping, then it would seem The soul shroud contains soul shards that swirl around
they have a sort of understanding with the vampire Bahlik Gur to protect and empower him. At the start of
an encounter, the soul shroud contains four soul shards.
Kas, who can travel to and from the domain without While the soul shroud is depleted of soul shards, Bahlik
molestation. Gur takes a –2 penalty to attack rolls.
The PCs are likely to catch only glimpses of the Alignment Evil Languages Giant
Skills Intimidate +18
giants going about their business unless they attempt
Str 28 (+20) Dex 20 (+16) Wis 16 (+14)
to disrupt the continuation of the domain. The giants Con 25 (+18) Int 12 (+12) Cha 15 (+13)
stationed within the caverns of Arantor’s lair attack Equipment plate armor, heavy shield, mace
intruders, but the wrath of the giants as a whole is

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Domain of Dread: Monadhan, the Traitor's Hold

Death Giant Soulcatcher Level 22 Controller Death Giant Dreadguard Level 22 Soldier Traitorous Spirit Level 21 Minion Skirmisher
Large shadow humanoid (giant) XP 4,150 Large shadow humanoid (giant) XP 4,150 Medium shadow humanoid XP 800
Initiative +16 Senses Perception +19; darkvision Initiative +18 Senses Perception +19; darkvision Initiative +14 Senses Perception +11
Soulsnatcher aura 10; a creature that dies within the aura Soulcatcher aura 5; a creature that dies within the aura HP 1; a missed attack never damages a minion.
bestows one soul shard to the soulcatcher (see soul shroud). bestows one soul shard to the dreadguard (see soul shroud). AC 35; Fortitude 35, Reflex 31, Will 30
HP 209; Bloodied 104 HP 209; Bloodied 104 Speed 6
AC 36; Fortitude 35, Reflex 32, Will 35 AC 38; Fortitude 37, Reflex 33, Will 31 m Shiv (standard; at-will) ✦ Weapon
Resist 15 necrotic Resist 15 necrotic + 26 vs. AC; 11 damage (13 damage with combat
Speed 8 Speed 7 advantage).
m Soul Dagger (standard; at-will) ✦ Weapon m Mace (standard; at-will) ✦ Weapon M Last Betrayal (when reduced to 0 hit points) ✦ Weapon
Reach 2; + 27 vs. AC; 2d6 + 8 damage and the target is Reach 2; +29 vs. AC; 2d8 + 6 damage, and the target is The traitorous spirit makes a shiv attack against each
immobilized until the end of the soulcatcher’s next turn. marked until the end of the dreadguard’s next turn. adjacent enemy.
R Soul Shrive (standard; at-will) ✦ Necrotic Death Guardian (immediate interrupt, when an enemy marked Alignment Evil Languages Common
Ranged 10; + 26 vs. Fortitude; the target is stunned and by the dreadguard makes an attack that does not include Str 14 (+12) Dex 18 (+14) Wis 12 (+11)
loses 1 healing surge at the start of its turn (save ends the dreadguard; at-will) Con 14 (+12) Int 10 (+10) Cha 12 (+11)
both). A target without healing surges takes damage equal The dreadguard makes a mace attack against the triggering Equipment shiv
to one quarter its total hit points. Each time the target enemy.
loses a healing surge or takes damage from soul shrive, the Soul Shield (free, when an ally within 5 squares is hit by an
soulcatcher gains a soul shard. attack; at-will)
A Soulfury Detonation (standard; must expend 3 soul shards; The dreadguard expends one soul shard and the ally gains a
at-will) ✦ Necrotic +4 bonus to all defenses against the attack.
Area burst 2 within 10; + 26 vs. Fortitude; 2d12 + 6 Consume Soul Shard (minor; at-will) ✦ Healing
necrotic damage, and the target is dazed (save ends). The dreadguard expends one soul shard and regains 20 hit
Consume Soul Shard (minor; at-will) ✦ Healing points.
The soulcatcher expends one soul shard and regains 20 hit Soul Shroud
points. The soul shroud contains soul shards that swirl around
Soul Shroud the dreadguard to protect and empower it. At the start of
The soul shroud contains soul shards that swirl around an encounter, the soul shroud contains four soul shards.
the soulcatcher to protect and empower it. At the start of While the soul shroud is depleted of soul shards, the
an encounter, the soul shroud contains four soul shards. dreadguard takes a –2 penalty to attack rolls.
While the soul shroud is depleted of soul shards, the Alignment Evil Languages Giant
soulcatcher takes a –2 penalty to attack rolls. Skills Intimidate +18
Alignment Evil Languages Giant Str 28 (+20) Dex 20 (+16) Wis 16 (+14)
Skills Intimidate + 18 Con 25 (+18) Int 12 (+12) Cha 15 (+13)
Str 28 (+20) Dex 20 (+16) Wis 22 (+17) Equipment plate armor, heavy shield, mace
Con 25 (+18) Int 12 (+12) Cha 15 (+13)
Equipment leather armor, dagger Death Giant Dreadguard Tactics
Death giant dreadguards act in concert with their
possible, he attempts to engage more than one oppo-
allies, normally staying near vulnerable or ranged
nent to maximize the benefit he receives from double
comrades to protect them with soul shield and dishing
attack and to keep attention focused away from more
out reprisals with death guardian to those who dare
vulnerable allies.
attack their allies. A pair of dreadguards supporting
each other with soul shield makes a resilient front-line
force.

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Domain of Dread: Monadhan, the Traitor's Hold

Death Giant Soulcatcher Tactics Gwenth, Vampire Level 23 Elite Skirmisher


Medium shadow humanoid (undead) XP 10,200
Death giant soulcatchers normally lead off with a soul
Initiative + 21 Senses Perception +20; darkvision
shrive targeting the most dangerous foe and attempt to HP 434; Bloodied 217
keep at least one target under its effect to provide soul Regeneration 15
shards. They build toward and unleash soulfury deto- AC 37; Fortitude 35, Reflex 36, Will 34
Immune disease, poison; Resist 15 necrotic; Vulnerable
nation as soon and as often as possible, wasting shards
10 radiant (if Gwenth is exposed to direct sunlight, her
on healing only if they are in danger of falling. Soul regeneration does not function on her next turn)
dagger is a weapon of last resort, mainly employed to Saving Throws +2
Speed 8, climb 4 (spider climb)
gain a quick soul shard by sacrificing minions.
Action Points 1
m Bloodletter (standard; at-will) ✦ Weapon
Traitorous Spirit Tactics +28 vs. AC; 2d6 + 3 damage, and ongoing 10 damage (save
ends).
Traitorous spirits attempt to target those against M Slashing Roll (standard; at-will) ✦ Weapon
which they have combat advantage whenever pos- Gwenth shifts 4 squares and makes two bloodletter attacks
at any point in the movement.
sible; setting up flanks where available but preferring
M Blood Drain (standard; requires combat advantage against
stunned or otherwise incapacitated targets over all the target; recharge when an adjacent creature becomes
others, since they don’t fight back. Hateful to the last, bloodied) ✦ Healing
they lash out at those nearby when slain. +26 vs. Fortitude; 2d12 + 6 modifier damage, and the target
is weakened (save ends), and Gwenth heals 108 hit points.
M Eviscerate (standard; 5 6) ✦ Weapon
Vampires +28 vs. AC; one or two targets; 5d6 + 8 damage, and the
target is dazed (save ends).
Kas leaves the base and force of undead he keeps A Betraying Gaze (standard; encounter) ✦ Charm, Gaze
stationed in Monadhan under the command of two Area burst 3 within 10; +26 vs. Will; the target makes an
vampire lieutenants: Gwenth and Rolain. Gwenth at-will attack against a target of Gwenth’s choice and is
immobilized (save ends).
acts as the eyes and ears of the band, sneaking about
Combat Advantage
to locate possible prey and gathering information. She Gwenth deals 4d6 extra damage against any creature
also removes any threats that might arise from the granting combat advantage to her.
inhabitants of the shantytown with silent but vicious Mist Step (move; encounter) ✦ Teleport
Gwenth teleports 6 squares and becomes insubstantial
assassinations. Rolain handles the day-to-day opera- until the end of her next turn.
tion of the base and leads the others in battle—if it Alignment Evil Languages Common
comes to that. Both are loyal to Kas, even if they do Skills Bluff +22, Insight +20, Stealth +24
Str 24 (+18) Dex 27 (+19) Wis 18 (+15)
find their current station to be a rather boring one.
Con 25 (+18) Int 16 (+14) Cha 22 (+17)
Equipment leather armor, 2 short swords

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Domain of Dread: Monadhan, the Traitor's Hold

Rolain, Vampire Level 23 Elite Soldier Adventures in Monadhan


Medium shadow humanoid (undead) XP 10,200
Initiative + 20 Senses Perception + 20; darkvision The main adventure in Monadhan should be finding
M Shield Slam (minor; 5 6) ✦ Weapon
HP 434; Bloodied 217 +28 vs. Fortitude; the target is stunned until the end of a means to escape and then making good on it, but
Regeneration 15 Rolain’s next turn. any number of encounters or side adventures could
AC 41; Fortitude 38, Reflex 37, Will 36 R Dominating Gaze (minor; 6) ✦ Charm, Gaze take place within this larger context. You can find a
Immune disease, poison; Resist 15 necrotic; Vulnerable Ranged 5; + 27 vs. Will; the target is dominated (save ends,
10 radiant (if Rolain is exposed to direct sunlight, his with a –2 penalty to the saving throw). Aftereffect: The target
few ideas below.
regeneration does not function on his next turn) is dazed (save ends). Rolain can dominate only one creature Gang War: After being attacked for being in the
Saving Throws +2 at a time. wrong place at the wrong time or spending too much
Speed 7, climb 3 (spider climb) C Irrefutable Challenge (standard; 4 5 6) ✦ Weapon
Action Points 1 time in a certain part of downtown, the PCs find
Close burst 4; targets enemies; no attack roll; pull target
m Longsword (standard; at-will) ✦ Weapon within the burst 3 squares to a square adjacent to Rolain. themselves entangled in an ongoing turf war between
+ 30 vs. AC; 2d8 + 7 damage, and the target is marked until A target that cannot end adjacent to Rolain does not rival gangs. One side obviously wants them dead, but
the end of Rolain’s next turn. move. Then Rolain makes a longsword attack against each
M Lethal Guard (opportunity, when an adjacent creature
can they trust the traitorous scum on “their” side?
adjacent enemy.
marked by Rolain makes an attack that does not include Mist Step (move; encounter) ✦ Teleport
Bad Blood: A villainous figure from a character’s
him or shifts; at-will) Rolain teleports 6 squares and becomes insubstantial until past has been condemned to Monadhan. Perhaps
Rolain makes a longsword attack against the triggering the end of his next turn. this person is the uncle that murdered the PC’s par-
creature. Alignment Evil Languages Common
M Blood Drain (standard; requires combat advantage against ents for the family fortune, a despised ancestor that
Skills Insight +20, Intimidate +19
the target; recharges when an adjacent creature becomes Str 27 (+19) Dex 24 (+18) Wis 18 (+15) betrayed a clan fortress to orcs to save himself, or
bloodied) ✦ Healing Con 25 (+18) Int 16 (+14) Cha 22 (+17) even a hated, traitorous general from the PC’s coun-
+28 vs. Fortitude; 2d12 + 6 modifier damage, and the target Equipment leather armor, 2 longswords try’s past. Does the character exact revenge? What if
is weakened (save ends), and Rolain heals 108 hit points.
the person claims to have repented and begs to return
Gwenth’s Tactics Rolain’s Tactics with the characters?
Gwenth prefers to flit through the fray, targeting Rolain wades into the middle of the melee and seeks The Enemy of My Enemy: One of the vampires
those who grant her combat advantage. She attempts to engage the most competent melee fighter. He nor- that oversees the base, or even Kas, approaches the
to keep her ongoing damage on multiple targets, mally opens with irrefutable challenge to pull as many PCs with an offer of an alliance. The vampire offers
switching to eviscerate if she is attempting to finish foes as possible into melee range and mark them, information or leads in return for a few, no doubt
a foe or if the targets she can reach with slashing roll hopefully preventing them from fleeing. He uses insignificant, favors. This could be the beginning of
are already taking her ongoing damage. She uses dominating gaze on irksome mobile or ranged damage a lasting relationship, but can the characters trust or
blood drain once she has taken 108 or more damage, dealers and has them attack ranged or supporting even condone associating with the likes of Kas the
hoping to recharge it at a later time. Betraying gaze enemies. When he has taken 108 or more damage, Betrayer?
she reserves for catching multiple enemies adjacent he uses blood drain, stunning the target with shield
About the Author
to each other or to immobilize mobile foes who are slam first if need be, in the hopes of getting multiple Daniel Marthaler is an avid gamer with soaring delusions of
troubling her. She uses mist step when she must travel uses out of it. Rolain reserves mist step to position grandeur and dreams of breaking into the industry. Despite
through or into a dangerous situation, trusting in the himself for a perfect irrefutable challenge or to go after being 6’ 3”, he has a peculiar love of the wee races that popu-
late the game, most notably the gnomes and kobolds.
insubstantial it grants to see her through the latter especially annoying ranged characters. He fights to
case. Gwenth retreats to fight another day if the battle the end for a cause, but retreats if the battle is lost and
is obviously lost rather than fight to the death. there is nothing to gain from his sacrifice.

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Domains in
Eberron
and the
Forgotten
Realms
By Logan Bonner
Illustrations by William O’Connor and Warren Mahy

The worlds of Eberron and Toril have far different


types of religions. One of the few commonalities
is that each deity oversees certain spheres of influ-
ence. These domains provide a way for a character to
focus on a certain part of a deity’s theme and to gain
a closer connection to the deity by modifying at-will
and Channel Divinity powers. (See Divine Power for
the mechanical details of using domains.)
Your choice of domains, combined with the deity
you worship, calls out certain traits of your charac-
ter. A Tempus-worshiping cleric with the protection
domain might be devoted to guarding allies in battle
(and takes powers that give the most healing or defen-
sive benefits). A different cleric might also follow
Tempus, but choose the war domain instead, and lead
allies charging into battle (choosing the battle cleric
build and Strength-based powers).

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
25
Domains in Eberron and the Forgotten Realms

Also look for domains shared between multiple Eberron Deities Evil and Chaotic Evil Deities
Deity/Religion Domains
deities and use them as roleplaying opportunities. For The deities of Eberron are distant from the people of
example, your avenger devoted to Dol Dorn might The Dark Six Destruction, wilderness
their world, so much so that no one has proof that the
hate the Mockery and his followers. Your god and The Devourer Destruction, sea, storm
gods exist. Consequently, the gods’ predilections and
the Sovereign of Betrayal and Bloodshed might share The Fury Madness, vengeance
spheres of influence described below are based on
the war domain, but your wars are waged honorably. The Keeper Death, torment
conjecture. The relatively small pantheon has many
Eradicating the contemptible butchers of the Mockery The Mockery Trickery, war
gods devoted to the spread of civilization or war—both
will cause people to respect war as the noble under- The Shadow Arcana, darkness
of which are plentiful on Eberron.
taking it should be. Cults of the Dragon Below Darkness, madness
The domains associated with deities, and the way Good, Lawful Good, and Unaligned
those gods perceive their domains, are described Deity/Religion Domains
here. The Silver Flame Hope, justice, protection
The Sovereign Host Civilization, fate,
knowledge
Arawai Life, storm, wilderness
Choosing Evil Aureon Arcana, justice, knowledge
without Being Evil Balinor Earth, strength, wilderness
Moral ambiguity is one of the core traits that sets Boldrei Civilization, justice,
Eberron apart. A person living on Khorvaire can’t protection
be sure that that priest of the Sovereign Host is Dol Arrah Hope, sun, war
purely devoted to good. Likewise, an adventurer Dol Dorn Skill, strength, war
could gain the power of an evil religion’s domains Kol Korran Civilization, skill, trickery
without being evil. Olladra Change, freedom, luck
This is most common with the Dark Six. Many Onatar Civilization, creation,
people, especially those living in barbaric areas, strength
have good reason to worship the dark deities. The Sovereign Host
The Dark Six (see below for worshiping the pantheon)
Some even devote themselves to a member of
The Traveler Change, creation, trickery
the Dark Six (usually the Devourer) in hopes of
preventing that deity from destroying them and The Blood of Vol Death, undeath Arcana
their communities. The Path of Light Freedom, skill, sun Two deities have strong associations with the arcana
While the Blood of Vol has a great many The Spirits of the Past Protection, vengeance, war domain.
evil followers, a PC interested in the preserva- The Undying Court Fate, knowledge, undeath Aureon, the god of formalized, refined forms of
tion of life, or the divinity within each person, arcane magic, has sage and artificer followers who
might take up the faith. It could even provide a
transform arcana into useful tools revere him.
compelling story arc as the character finds out
On the other hand, the arcane power of the
frightening truths about the religion.
Shadow is far different—and far darker. He offers raw,
uncontrolled (and possibly uncontrollable) power to
the ambitious and shameless.

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Domains in Eberron and the Forgotten Realms

Change Creation Death


Of the two deities affiliated with change, the fickle The domain of creation has a strong tie to two deities. The domain of death attracts the followers of the
Olladra brings change seemingly at random. Fre- Onatar and his forge provide the gifts of industry Blood of Vol or the Keeper.
quently the fortune she brings is good. and craft. The patron of smiths and magical crafters The Blood of Vol obsesses over death, and the
By contrast, constant, ongoing personal change asks that his followers create new goods as a form of faithful primarily seek ways to avoid it as long as pos-
and growth falls more under the domain of the Trav- worship. sible. Their highest goal is immortality.
eler. His control over transformation, an extreme However, invention—the creation of entirely new The Sovereign of Death and Decay, the Keeper,
form of change, attracts the worship of shapeshifters. items or concepts rather than repeating what already can capture the souls of the dead. His followers
exists—is bound more closely to the Traveler. believe he requires sacrifices of living creatures.
Civilization
Under the broad umbrella of the Sovereign Host, Destruction
societies thrive and civilization expands. Even the The Dark Six are cruel and dangerous compared
wildest among the Host focus their power on the to the Sovereign Host, and each can bring terrible
parts of nature that can be tamed. However, three destruction in a different form. Among the six, the
deities in particular have stronger ties to the domain Devourer holds the greatest destructive power. The
of civilization. icon of nature’s wrath, he can drown the lands with
The spirit of community and home flows from floods or shake cities apart with violent earthquakes.
Boldrei, who watches over aspects that range from
simple acts such as cooking all the way to prominent Earth
civic affairs such as coronations.
Untouched mountains and rock pulse with the divine
Kol Korran, the god of commerce, greases the
Holy symbol of Aureon power of Balinor. His dominion over nature includes
wheels of society. Trade and wealth are under his
the dust and earth.
power.
And, finally, scriptures attribute practical arts to Darkness
Onatar. Civilization would fall apart without the craft Those who seek darkness might turn to a cult or even
and architectural technology given by this god of the Shadow, depending on whether they are fulfilled
industry. by inner or outer darkness.
In terms of external darkness, the Cults of the
Dragon Below believe great power exists in the dark-
ness of subterranean chambers. Khyber gives boons
to those who dwell in the darkness and spread its
magic to the surface world.
For those looking inward, the literal shadow of the
Sovereign Host’s god Aureon, who is known as the
Shadow, represents the darkness within every soul.

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Domains in Eberron and the Forgotten Realms

Fate Freedom
The domain of fate attracts the followers of a wide A deity and a religion have a strong connection to the
swathe of deities as well as a specific faith. concept of control over one’s destiny.
The actions of the Sovereign Host are unavoid- As the patron of rogues, Olladra promotes per-
able. The church has spread so widely that they have sonal freedom. Those who follow her do what they
power over fate by virtue of their sheer size and the want, as long as it doesn’t harm others.
number of gods within the pantheon. Some argue In terms of religion, the Path of Light has a specific
that when the Host truly wants to shape fate, the con- idea of freedom. Through following the path, Light-
stituent gods channel their power, acting as one entity speakers seek to lift the oppressive Dreaming Dark
that performs their will with no need for individual and free all people from the dread it imposes upon
consensus or debate. the world.
The Undying Court ties the fates of the Aerenal
elves across generations. An elf ’s fate after death Hope
determines how it leads its descendants, and the
The domain of hope attracts two types of followers:
Court decides what that fate will be. Holy symbol of Onatar
those who follow the Silver Flame, and those who
worship honorable Dol Arrah. Justice
The Silver Flame brings the light of hope to slay or Some believe that the ideal of fairness is a virtue, and
drive away evil. As the Purified grow in number, the so they turn to the Silver Flame, Aureon, or Boldrei
world gets closer to a perfected state where the dark when they feel the need.
and evil can no longer find purchase. They also bring Adherents in the Church of the Silver Flame want
hope to the less fortunate through generosity and good to prevail and the wicked to be struck down.
kindness. These followers believe that the righteous and the
Among the Host, Dol Arrah represents the light of humble deserve safety, which can exist only if the
good within all people. She brings the hope of the sun Purified oppose the unjust.
to push away darkness, and the hope of peace to end As the lawgiver among the Sovereign Host, Aureon
war. is the patron of judges and lawyers, so he has an obvi-
ous connection to the domain of justice.
Aureon’s wife Boldrei has followers who believe
that she shows leaders of communities how to be fair
and just to the people they govern.

Holy symbol of Arawai

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Life Protection
Arawai controls fertility, and the natural world flour- Those who seek to defend themselves against various
ishes under her gaze. She doesn’t use her power to threats, both natural and otherwise, can find solace
create rampant growth, but to provide for civilized and support from three different sources that are con-
people through agriculture. nected to the domain of protection.
The Silver Flame protects against all forces of evil.
Love This includes guarding others against evil creatures,
Though no deity has exceptional power over love, but many Purifiers consider it just as important to
Boldrei oversees marriage and other aspects of family maintain moral standards to protect oneself from
life related to love. evil’s influence.
Boldrei, the deity of community and safety, rep-
resents the protective shelter of the community and
Luck home.
Olladra is the deity of fortune, both good and ill. Her The Spirits of the Past protect the history and
whims can be unpredictable, and determining who glory of the elven people. The people of Valenar seek
Holy symbol of Boldrei will benefit from her boons is difficult at best. to protect their lands through isolation and military
defense.
Knowledge Madness
Among the pantheon and religions out there, the Sov- Some view madness as a gift, and individuals who
ereign Host and the Undying Court both have strong believe this might follow the Fury or join the Cult of
ties to lore, and, within the Sovereign Host, some turn the Dragon Below.
specifically to Aureon when they seek guidance. Those who become consumed by their passions or
The Vassals who follow the Sovereign Host believe rage fall into the Fury’s grasp. While the Fury’s fol-
that the pantheon is connected to all knowledge. The lowers rarely descend into total, permanent madness,
gods cover so many areas of life that the knowledge they bring out their uncontrolled, passionate sides
they possess is broad and comprehensive. Because with great frequency.
Aureon is the lord of all knowledge, some feel that he On the other hand, Cults of the Dragon Below
directs the actions of the Host using his talents. fully give themselves over to the madness of creatures
Through the memories and expertise of countless that dwell underground. Lunacy that stems from
generations of elves, the Undying Court commands demons, aberrant creatures, or daelkyr won’t stop
vast reserves of knowledge. until the mind it infects is totally consumed.
Holy symbol of Balinor

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Sea Strength
The Devourer has sole control over the oceans. Those The followers of Balinor, Dol Dorn, and Onatar
lost at sea pray for the god’s assistance. believe that these deities stand for an aspect of
strength.
Skill Balinor represents the wild might of the beasts—
and the strength of the civilized people who best
Learning and displaying a mastery over various arts
those beasts when hunting and trapping.
or activities is a goal to some, and those who seek to
On the other hand, sheer physical might lies
achieve this objective turn to Dol Dorn, Kol Korran,
within the sphere of Dol Dorn. Soldiers and ath-
and the Path of Light.
letes pay tribute to him to bring them even greater
Those who possess skill at arms and win at com-
strength.
petitive sports and games please Dol Dorn. His
As for Onatar, those faithful to him believe he
followers are especially proud when they use their
grants strength to smiths and other manual laborers.
skill to succeed against great odds.
He also imbues durability into their creations, from
Kol Korran measures skill through the acquisition
the steel of a sword to the stone of his shrines.
of wealth. Aptitude at thievery also comes from this
god.
Skill is relative to the followers of the Path of Light. Sun
What’s truly important is personal improvement, not Those finding comfort or strength in the sun and all it Holy symbol of Dol Dorn
how one’s skill compares to others’. symbolizes turn to Dol Arrah or the Path of Light.
Dol Arrah is the god of the sun and of concepts
Trickery
Storm that mimic the sun’s majestic presence, such as honor
Three different deities represent trickery: Kol Korran,
and glory.
Two deities have ties to the domain of Storm. Arawai the Traveler, and the Mockery.
Though the Path of Light doesn’t truly relate to the
brings the gentle storms that nourish crops. Her One could describe Kol Korran’s sphere as charm
physical sun in the sky, the religion does advocate the
brother, the Devourer, brings destructive storms, or negotiation rather than trickery per se. Artful
healing power of light itself. The Lightbringers oppose
floods, and droughts. People pray to both gods when haggling and coming out ahead on deals are his spe-
the Dreaming Dark and work toward bringing il-
it comes to matters of weather. cialties. Deception, for whatever end, is the province
Yannah, the Dreaming Light, into being.
of the Traveler. His priests, and many of the change-
lings or other shapeshifters who follow him, practice
Torment deceit.
The Keeper tortures those who get lost in the dark The Mockery spurs the cruelest form of trickery:
and traps souls on their way to Dolurrh, the realm of betrayal. Deception of the Mockery’s stripe causes
the dead. ruin, pain, or death.

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Vengeance Wilderness
Forgiveness doesn’t come easy to everyone, and those A number of deities have connections to the domain
who seek out revenge might revere the Spirits of the of wilderness.
Past or the Fury. Life-affirming Arawai wants wilderness to thrive,
The Tairnadal elves who worship the Spirits of the but not to overtake civilization. Her followers use the
Past are a martial society. They seek honor through products of nature, but make sure not to exploit or
combat, and the vengeance they exact against those abuse the wild.
who anger them is swift and harsh. Balinor supports all nature, even in its violent and
The Fury thrives on strong emotions. Her followers dangerous forms. Survival, as well as killing to sur-
seek vengeance when someone threatens what they’re vive, is an essential aspect of nature.
passionate about. They quickly come to hate those Just as the Sovereign Host as a pantheon supports
who slight them, and they seek retribution. civilization, the Dark Six reinforce the dark dangers
of the wilderness. The chaotic lawlessness outside the
War cities feeds the dark pantheon.

Those interested in worship attribute the domain


Holy symbol of Dol Arrah of war to several deities and religions: Dol Arrah,
Dol Dorn, the Spirits of the Past, and the Mockery.
Undeath Among the Host, Dol Arrah supports honorable
Of the religions out there, one has a more overt affili- combat and sacrifice in battle and is worshiped by
ation with undeath, and a second religion has veiled many paladins. However, Dol Dorn is the greatest god
its connection to this domain. of war. Soldiers worship him, and he supports those
The Undying Court is full of members who have who fight for duty, not out of greed or bloodlust. The
become undead. The form they practice doesn’t use Spirits of the Past guide the actions of the militant
the perverse magic that creates most evil undead. To Tairnadal elves. They make war to uphold the glory
these elves, undeath is a means for ancestors to share and renown of the elven people. War made in the
their wisdom with future generations, not a selfish Mockery’s name is brutal and bloody. This brother to
means of prolonging life. Dol Arrah and Dol Dorn helps those who wage unjust
Though many of the faith’s followers are unaware war.
of this, the Blood of Vol’s true rulers draw on the
power of undeath. Lady Vol and many members of
the clergy master rituals and other methods of attain-
ing eternal life through dark magic.

Holy symbol of Olladra

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Domains in Eberron and the Forgotten Realms

Forgotten Realms Evil and Chaotic Evil


Deity Domains
Deities Asmodeus Knowledge, torment,
tyranny
A plethora of gods influence Toril. Through their Auril Storm, winter
actions, they have shaped the course of history in Bane Civilization, tyranny, war
the Realms in a way less assertive or less meddle- Beshaba Fate, trickery
some gods couldn’t have. Each greater god has three Cyric Madness, strife, trickery
domains, and the others have two apiece. Ghaunadaur Destruction, earth,
madness
Good, Lawful Good, and Unaligned Gruumsh Destruction, storm,
Deity Domains strength
Amaunator Civilization, justice, sun Lolth Darkness, poison, strife
Angharradh Hope, protection Loviatar Torment, vengeance
Bahamut Justice, strength Luthic Earth, protection
Berronar Truesilver Life, protection Shar Darkness, knowledge,
undeath
Chauntea Earth, hope, life
Sseth Arcana, darkness
Corellon Arcana, skill, wilderness
Talona Destruction, poison
Garl Glittergold Creation, trickery
Tiamat Tyranny, vengeance
Gond Creation, knowledge
Umberlee Sea, storm
Ilmater Freedom, hope
Zehir Darkness, poison
Kelemvor Death, fate, justice
Mielikki Freedom, wilderness
Moradin Creation, earth, protection Arcana
Oghma Knowledge, skill, trickery Two prominent good deities provide inspiration to
Selûne Arcana, change, moon practitioners of arcane magic, and a third coaxes his
Sheela Peryroyl Love, wilderness evil followers to use subtle, sinister arcana.
Silvanus Life, storm, wilderness Corellon finds great beauty in arcane magic, with
Sune Love, skill, trickery its many forms and diverse flourishes. Of course,
Tempus Protection, strength, war the most skilled shapers of magic to his eyes are
Torm Civilization, justice, his eladrin. He inspires them to craft magic that is
protection
not merely functional, but beautiful, and those who
Tymora Change, luck
follow the god appreciate arcana as both aesthetic
Waukeen Civilization, knowledge
and, in its own way, holy.
Selûne is a patron of magic that affects the ebb and
flow of the world, or echoes the comforting moon-

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light. Most of her followers are bards and others who Civilization
use charm and radiant magic.
The domain of civilization falls under the auspices of Religious Sects
Sseth encourages his yuan-ti followers to use the
four deities.
magic of manipulation, illusion, secrecy, and dark- Within one church, multiple sects spring up that
Amaunator supports the growth of cities so that are devoted to one of the god’s domains over the
ness. Dark sacrifices fuel the serpent god’s divine
they can develop and enforce regimented laws. The others. Among the good churches, the tension
power, and his followers’ spells wrench their arcane
predictability of orderly cities appeals to the god. between these sects is civil—a philosophical dis-
energy from people or the world itself. Working
The rule of law is vital to Torm as well (though its agreement. In evil churches, the class between
arcane magic according to Sseth’s will does not sects can turn violent.
importance lies in bringing justice, not in providing
require a conscience. One of the most prominent factional splits
stability). Torm’s great temples tower over the streets
is within Oghma’s church. It long ago split into
of many cities, showing his devotion to civilization.
Change The merchant trade in cities, and the trade routes
two prominent sects: the lorekeepers of the
Orthodox Church of Oghma and the namers
Selûne and Tymora represent two different circum- protected by the forces of civilized areas, fall under of the Oghmanyte Church in Exile. While both
stances for change. Waukeen’s gaze. churches seek out knowledge, the lorekeepers
The goddess of the tides and the cycles of the For the evil Bane, the purpose of civilization is claim greater devotion to the skill domain, since
moon, Selûne sees change as a natural, continual control. Maintaining rulership without a power struc- they pride themselves on their memorization
process essential to life and the world. To her eyes, ture is impossible, so Bane supports civilizations over of facts and bardic training. The namers, after
everything that changes will some day change back. which he can rule. being forced out of Sembia, had to adapt, and
they have become experts at using trickery to
Tymora believes people should embrace the
attain new information from unlikely sources.
change in their lives—no matter how arbitrary it Creation
might seem—and seek out experiences that will alter
Garl Glittergold, Gond, and Moradin each have a
their lives. Change, especially random change, invites
growth.
hand in the domain of creation. Darkness
Garl Glittergold appreciates the fine work of gem-
No deity embodies darkness as strongly as Shar,
cutters and smiths. While the brilliant creations they
whose entire existence echoes the primeval dark of
make please the god, his true influence supports the
nothingness. To her, darkness is not merely a way to
work ethic and communal spirit of the creators.
conceal activities, but a tool to eventually eradicate
Of all the Faerûnian deities, Gond’s connection to
the light—especially the light of her sister, Selûne.
crafting is greatest. Creation is a purpose unto itself,
Three other deities have less powerful influence
and the use or consequences of an invention are not
over darkness, which they use to cloak the evil machi-
Gond’s concern.
nations of their followers. Lolth conceals her drow
A shaper of life as well as objects, Moradin’s great-
and uses the darkness to strike fear in the hearts of
est creations were the dwarves. Works created in the
her enemies. The serpent deities Sseth and Zehir
Soul Forger’s name are meant to last and are created
both command yuan-ti followers. They come into
from the most valuable metals, stones, and gems.
jealous conflict, since each wants to control all the
serpent folk and to tear the power over darkness from
the other god’s grasp.

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Death Earth Beshaba mirrors the power of her sister, Tymora,


causing bad luck and ill fortune. She instills fear in
Kelemvor’s most important domain is death. As the Deities have different views on all sorts of matters,
those who would refuse to follow her, promising mis-
Judge of the Damned, he teaches that death is inevi- and how they perceive and utilize the domain of
fortune and dire fate. Lady Doom’s manipulation of
table and natural. Kelemvor’s views on death are earth is no exception.
fate is a tool to bring worship from the unwilling.
balanced and respectful. Lives should not be taken Chauntea has possessed a vast bastion of power
lightly, but attempting to overextend one’s life—espe- related to the earth ever since she gave life to Toril
cially through undeath—is unacceptable. at the genesis of the world. Earth is the source of life Freedom
Two deities, Ilmater and Mielikki, hold the domain of
While the Elder Eye likes destruction for its own sake, he freedom within their areas of influence.

truly revels in the pain and suffering of any creatures being The freedom Ilmater grants comes from his own
suffering. His primary mission is to keep others from
destroyed. experiencing hardship, but this also brings them a
measure of freedom from pain and bondage.
Destruction thanks to Chauntea’s gift. To Mielikki, pure freedom is a natural state. Just as
The act of annihilation pleases the deities Ghau- Moradin protects the rock and mountains as the the animals of the forest are free to travel where they
nadaur, Gruumsh, and Talona. home of his dwarves. The deep places, where his will, people should do likewise.
Ghaunadaur rules formless creatures such as people collect the precious materials that provide
slimes and oozes, which serve as mindless forces of their livelihood, are also sacred to Moradin.
destruction. While the Elder Eye likes destruction for In dark, dripping caverns, Ghaunadaur lurks. The
Hope
People can have all manner of hopes: hope that a
its own sake, he truly revels in the pain and suffering bizarre abominations under his sway spawn and
trying situation turns out for the best, hope that a
of any creatures being destroyed. grow deep within the earth.
child grows up to be a wise and caring person, and
Gruumsh’s destruction comes at the hands of his The orc deity Luthic draws great strength and
even hope that the current generation’s efforts bear
rampaging orc hordes. The rampaging creatures endurance from the earth. She claims that the orcs
fruit for all to follow. Four deities have hope as one of
destroy cities, people, and the land itself. Gruumsh can draw valor from the caves, and that the race will
their domains.
desires the destruction of the elves and eladrin above abide as long as they stay close to the earth and to
Angharradh and Chauntea both see hope in the
all else. Luthic.
planting of seeds and the birth of animals. Each new
The littered bodies and abandoned towns that
life is full of potential and majesty. Chauntea, though
remain in the wake of plagues reflect the destructive Fate she hates to see the destruction of nature, also antici-
power of Talona, the Mistress of Disease. Her philoso-
When an outcome is in question, some turn to those pates its rebuilding and regrowth.
phy about sowing disease goes little deeper than her
deities responsible for the domain of fate for a hint of
own whims.
what will come next.
Seeing all stages of life as natural parts of a cycle,
Kelemvor understands that fate is inexorable. Crea-
tures, and even gods, should take comfort in the fact
that fate is guiding their lives to a proper end.

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Ilmater’s tenets encourage hope. This includes The Judge of the Damned, Kelemvor, brings justice To Berronar Truesilver, the Revered Mother of
helping those who suffer, facing down tyranny, and after death. His sense of justice is vast, and he can dwarves, new life is an extension of the family. Kin-
possessing great spiritual faith. The Broken God per- judge one’s goodness based on the whole of his or her ship is the best, and most essential, part of life.
severes and overcomes his pain so he can be a beacon life. Chauntea and Silvanus both encourage the cre-
of hope to followers. Though Kelemvor judges the dead, Torm is the god ation of new life, though Silvanus cares primarily
of pure law in the living world. No evil or unjust law about life in the wild. Also, Chauntea has a respect for
Justice can stand in defiance of Torm’s will. all living things, but Silvanus brings down his wrath
upon those who harm places of natural beauty.
Justice can come when following legal procedures to
their conclusion or as the result of fighting for what Knowledge
is right and fair. Each of the four deities with ties to The domain of knowledge has special significance to Love
the domain of justice have their own ideas on how to five deities: Gond, Oghma, Waukeen, Asmodeus, and Two deities call the domain of love their own. The
serve justice best. Shar. first, Sheela Peryroyl, represents romantic love and
Amaunator’s sense of justice is tied to law. He Gond favors practical knowledge, especially if it courtship, especially among halflings. She’s more
expects the law to be followed to the letter, and only can be used in craft and invention. His followers keep connected to natural beauty than to the aesthetics of
rarely does he make exceptions. meticulous records of their creations and share them art.
The sense of honor and justice that Bahamut fol- among one another. Sune, the second deity, bids her followers to find
lows is far removed from Amaunator’s approach. The The Lord of Knowledge, Oghma, considers and collect beauty in all forms. Love must be dem-
God of Dragons advocates a “greater justice” that knowledge more valuable than any treasure. He onstrated daily. Many nobles in cities follow her
includes fighting against evil and toppling oppressive is especially influential over raw, innovative ideas. teachings. Lady Firehair thrives on the love of her
regimes. Some of his best followers are lorekeepers and bards. followers.
Waukeen believes knowledge is best when it is
shared, preferably for a price. Luck
Asmodeus craves knowledge, especially informa-
Of the two deities who hold sway over the domain
Dead Gods tion of secrets or agreements that will help him rule
of luck, Tymora gives good fortune to the bold and
over others. To worship Asmodeus is to share your
The gods that now watch over Toril have outlived adventurous by rewarding risks with luck. Quick
knowledge with the Supreme Master of the Nine
or replaced numerous gods that came before. escapes and great windfalls are her gifts. Tymora
These dead gods might no longer exist in the Hells.
doesn’t sow ill fate; that falls under the province of
forms they once inhabited, but some of their The goddess Shar covets knowledge’s shadow half:
her sister, Beshaba.
residual power still infuses the world—especially secrets. Her followers share secrets only with one
the things they created. If you want to be a char- another, as the Mistress of the Night has decreed.
acter with a connection to a dead god (perhaps Madness
even a long-lived person who worshiped the god Madness comes in several forms, and two deities,
when he or she was still alive), talk to your DM
Life Cyric and Ghaunadaur, provide followers with their
about using a domain formerly associated with Berronar Truesilver, Chauntea, and Silvanus each
blessings.
that deity. have a stronger interest in the domain of life than
When it comes to madness, Cyric leads by exam-
their fellow deities.
ple. His mind grows more insane all the time. The

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fact that he sometimes unpredictably returns to seem- ties when they seek to protect themselves in some the Depths lashes out without hesitation against those
ing sanity all but proves his true madness. manner. who anger her.
Ghaunadaur dwells alone in the Dismal Caverns, Angharradh represents the defense of the fey,
letting his madness consume him. The abominations especially against the forces of Lolth. Vigilance Skill
he unleashes bring madness wherever they strike. against betrayal is the Queen of Arvandor’s greatest
Three deities have the domain of skill, and of them,
protection.
Corellon and Oghma are patrons of artistic skill. The
Moon The protection of the dwarf clans is tied to two
elf god primarily supports visual art, arts created
deities: Berronar Truesilver and Moradin. The Soul
Selûne’s power is inseparable from the moon. The with magic, and all arts of the eladrin. The Lord of
Forger focuses on protection by strength of arms, and
mysterious forces that shape the tides, turn ordinary Knowledge inspires skill at music and invention.
his wife believes also in protection of dwarven tradi-
creatures into lycanthropes, and influence fertility Any skill that leads to more beauty can be
tions and families.
are all shaped by the Moonmaiden. enhanced by Sune’s power. Aesthetically pleasing art
Tempus’s protection comes in the form of armor
and architecture please her, but she also wants each
and shields, of ramparts and barricades. The Foe-
of her followers to show skill at improving his or her

Talona uses poison for the same purpose as disease: to personal appearance.

cause misery and pain. Storm


None can deny the power and might of storms, and
Poison hammer protects all valiant defenders, but never four deities have control over this domain.
Three deities have an affinity for the domain of cowards. Silvanus creates storms to nourish and replenish
poison, which can come both in the form of words The path of duty brings Torm’s protection. Those the forest, though he sometimes uses their might to
and deadly toxins. who take up righteous causes gain his boons. bring his wrath against those who disturb the balance
Talona uses poison for the same purpose as dis- Luthic offers the protection of earth and stone to of nature.
ease: to cause misery and pain. Her favorite poisons orcs who acknowledge the power of the goddess and Ice, hail, and freezing wind swirl within Auril’s
are those that cause extended anguish before killing of the sheltering caves. storms. She desires to see all the lands covered in ice.
their victims. Gruumsh takes on his Talos aspect when he wants
Lolth and Zehir bless the poisons of their favored Sea to call on powerful storms. Though he keeps a separa-
creatures and people: spiders and drow for Lolth, tion between his two roles, he sometimes calls great
Umberlee alone holds power over the untamed sea.
and snakes and yuan-ti for Zehir. Both gods also thunderheads in front of his rampaging orc hordes.
Anyone who wants to cross into her domain must pay
make their presence known in the poison of deceitful Umberlee creates the storms that tear apart ships
sufficient tribute or draw her wrath. The Queen of
words. at sea and batter coastlines with water and wind.
Proud of this power, she instructs her followers to
Protection destroy those who attribute Umberlee’s storms to
Life can bring with it many challenges and threats, another deity.
and followers turn to one or more specific dei-

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Strength their business in the light of day fulfill Amaunator’s


desire for order and consistency.
Both Tempus and Gruumsh bring strength in battle. Aspects
Tempus rewards fighting honorably, without using
Some deities take on multiple aspects, which
tricks or creating wanton destruction. The One-Eyed Torment can display conflicting attitudes and enhance
God, on the other hand, believes in crushing foes Asmodeus and Loviatar have dominion over the the powers of one domain over another. A few
through any means and scorching their lands. The domain of torment, and of the two, Asmodeus tor- examples follow.
orc god not only supports the strong, but encourages ments the damned of the Nine Hells. He uses torture Gruumsh gains greater power over storms
his followers to slaughter the weak. to break adversaries and impose his will upon them, while in his Talos aspect. Many worshipers
A third deity, Bahamut, also welcomes strength or as punishment for foes captured by his forces. focused on that domain call the god Talos
instead of Gruumsh, and they represent him
from his followers; strength of purpose and charac- The torment meted out by Loviatar, the Maiden of
differently.
ter are both traits that the Platinum Dragon likes to Pain, and her followers comes along with small kind-
Amaunator spent long years in the guise of
reward. nesses or tricks of desire. They find this drives home Lathander. People who want to focus on the
the true magnitude of pain. Loviatar brings pain optimistic concepts of dawn and vitality might
Strife through ice, fire, and the whip. consider the sun domain primarily a part of the
Lathander aspect.
Though strife is a part of anyone’s existence, the
Selûne worshipers might focus on one of her
domain falls within the power of two deities: Cyric Trickery fey aspects. Sehanine Moonbow is a mysterious
and Lolth. Trickery has a place with several deities: Garl Glitter- aspect associated with the moon domain, and
Cyric’s fall into madness only strengthened his gold, Oghma, Sune, Beshaba, and Cyric. Each of them the flighty Hanali Celanil is tied to the change
ability to bring chaos and strife. His whims invariably has a preference as to how their followers trick others, domain (or to love, though this isn’t considered
lead to destruction and discord. of course. part of Selûne’s repertoire in her regular form).
Lolth possesses talent for strife, and her drow are Pranks and light-hearted trickery delight the
the instrument she uses to disrupt her enemies’ plans. gnome deity Garl Glittergold. To him, a sense of
When the Queen of Spiders isn’t directly involved humor is an essential component of personality, soci- Sune encourages her followers to use seemingly
in a matter, she might send followers to disrupt the ety, and family. harmless deceptions. The Lady of Love knows that
dealings of several enemies who are dealing with one Oghma likes the creative, inventive aspects of flirtation, flattery, and tricks of beauty have far more
another. bluffing and trickery more than the ability to deceive. power than most are willing to acknowledge.
Clever words please the Lord of Knowledge when Beshaba disperses random misfortune, sometimes
Sun applied to satire or debate, but he doesn’t abide lies or by tricking her targets into ruining their own fates.
rumors. Her trickery also gets her more tribute, since her
To Amaunator, the sun is a revealing light. Dealings
followers overstate her power and cause others to
and activities should be obvious to all, according to
worship the Maid of Misfortune out of fear.
the Keeper of the Yellow Sun. Those who carry out
The most dangerous falsehoods come from the lips
of Cyric, the Prince of Lies. The god requires little
motivation to craft great deception, and his intrigues
have brought great death and danger to Toril.

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Tyranny Loviatar believes the only response to suffering is Mielikki and Sheela Peryroyl both champion the
to inflict equal or greater pain in reciprocation. Ven- cause of harmony with nature. They believe that
Ruthless, overwhelming power used for ill typifies
geance is only worthwhile if it is painful. people can reap the benefits of nature without over-
the domain of tyranny, and Asmodeus, Bane, and
The spiteful Dragon Queen Tiamat is vain and using or exploiting it.
Tiamat all hold sway over this particular domain.
prideful. Even the slightest insult against her brings Silvanus can bring life to the wild easily, and he
Asmodeus wants absolute control over as many
down the wrath of her worshipers. instructs the druids who protect his woods. Though
subjects as he can get. The devil-god won’t be satisfied
his vengefulness has been exaggerated, he is more
until all Toril submits to his will.
Bane demands absolute loyalty from his followers War militant in the protection of wilderness than other
deities are.
and expects them to spread his tyranny by conquer- War brings with it death, pain, and acts of heroism.
ing their neighbors in the Black Lord’s name. Though Two deities have a decided interest in this domain.
Asmodeus competes for the title, Bane is still the Tempus represents all sorts of warriors on any side Winter
strongest embodiment of tyranny in Faerûn. of conflicts. His way rewards valor and might, regard- Auril, the Cold Goddess, represents all the deadli-
Though she claims to fight against the other gods’ less of who is going to war. est aspects of winter. She covers all things in ice and
tyranny, Tiamat wants to enslave the people of the On the other hand, Bane spurs wars that bring brings chill breezes, hoping to kill creatures with the
world in her own name. glory to his name and extend his dominion. Wars car- bitter cold.
ried out in his name are bloody and savage.
Undeath About the Author
Shar’s domain, the Towers of Night, connects to the Wilderness Logan Bonner joined Wizards of the Coast in 2006 as an
editor on Dungeons & Dragons. He had no experience
Shadowfell. Though the Mistress of the Night doesn’t The forests, plains, deserts, mountains, and other in the industry prior to joining Wizards of the Coast, and
take particular advantage of the connection, she does places untouched by civilization have strong affilia- marvels that his clever ruse has lasted this long. After doing
command some power of the undead. Those who tions to four deities. some class design work for 4th Edition on the side, he joined
the mechanical design team. His previous editing projects
call on her power over this domain are expected to The lush reaches of the Feywild owe much of their
include Magic Item Compendium and Monster Manual V, and he
keep their use of undead secret and concealed in the beauty to Corellon. The forest homes of the eladrin wrote about half of the Eberron Survival Guide.
shadows. are the archetypal examples of the beauty he brings
to nature.
Vengeance
The need for revenge drives various individuals, and
Loviatar and Tiamat both love to use vengeance to
their advantage.

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Fighter
Essentials
By Robert J. Schwalb
Illustrations by Steve Belledin, Leonardo Borazio, and
Tim Hibbetts & Frank Wall - Empty Room Studios

“Welcome. By coming here, you have


proven that you have the desire to learn.
But do you have what it takes to become a
warrior? We’ll give you discipline. We’ll
give you strength. We’ll toughen you
up. What we can’t give you is the will to
complete the training. It doesn’t matter if
noble blood flows through your veins or
if you are the last son in some dunghill
Some classes are more iconic to Dungeons & Drag- it hides a deeper complexity that can enrich playing speck of a town. Do you have the courage
ons® than others. Without a doubt, the fighter has these characters. to fight? Look deep into yourselves. Can
been an enduring presence in adventuring parties A fighter’s role is clear. Fighters are defenders, and
you do this? There is no shame in leaving
through every edition of the game. The fighter serves all fighters use the same methods to lock down their
as the foundation on which many parties stand. As enemies. However, these characters differ wildly in
now. If you have a single doubt in your
the reliable presence who holds fast in the face of how they approach each fight. Some tough it out by mind, go. Seek another path. If not, be
adversity, the fighter is a constant and dependable shrugging off injuries as they clobber their oppo- welcome, worms. It’s time to fight.”
ally who carries heroes through dungeons and ruins, nents. Others dance around their foes, snaking their
encounter after encounter, without complaint. The blades through defenses to deliver punishing attacks. ~Captain Janus Storn
fighter’s lasting popularity originated in the class’s Good fighter tactics go a long way toward develop-
ease of use. A new player could figure out the fighter’s ing an effective character who can contribute to the
function and mechanics with little trouble at all. game in meaningful ways.
With the 4th Edition fighter, ease of use remains, but

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
39
Fighter Essentials

The Basics Only when you mark enemies adjacent to you do swapping marks with each hit. In only two instances
you truly lock down the opponent. A marked enemy should you attack a creature already locked down by
“I know you’re eager, but before you get to handle naked that shifts or makes an attack that doesn’t include you another defender. In the first scenario, your group has
steel, you’ve got to learn how to hold a sword without as the target lets you make a melee basic attack as an only one monster left on the map. In this case, choose
cutting yourself first.” immediate interrupt. That’s incentive enough to keep the defender who can hold the monster best and have
­— Captain Durgen Anvilson the bad guy’s eyes on you. that defender mark the monster. The second situation
occurs when the marked creature is kicking the crap
No matter what race you choose, what feats you pick, To Mark or Not to Mark out of the other defender. In this case, you, along with
or what powers you bring to bear in battle, your your allies, should step up to the plate and help out.
One thing players forget is that marking enemies is
job remains the same. As a fighter, you lock down Low Hit Points, Low Surges: If you mark a mon-
optional. You don’t have to mark every enemy you
enemies. You keep them pinned down so they can’t ster, you’re telling that monster: “Hey, I’m important,
attack. In fact, there might be times when marking an
attack your allies. You might have the means to dish please hit me.” If you’re low on hit points or are scrap-
enemy is a bad idea. Figuring out when to use Combat
out damage, but killing enemies is second to prevent- ing the bottom on surges, don’t mark the monster.
Challenge is just one of many decisions you have
ing your opponent from reaching your comrades. The Novices make this mistake all the time.
to make in the thick of combat. Luckily, a few tips
fighter achieves this in two ways: Combat Challenge could help you out. All are pretty obvious, but if this
and Combat Superiority. is you’re first time playing a fighter, would you rather Combat Superiority
read it here or have a bossy player “tell” you how to The other thing fighters do to keep their opponents
Combat Challenge play your character? pinned down is kick butt with opportunity attacks.
All defenders have the ability to place the marked Burst Powers: Smacking every enemy in a close All fighters add their Wisdom modifier to opportu-
condition on opponents. As described in the Player’s burst is fun, but dealing damage to everyone around nity attack rolls, and, if the target provoked the attack
Handbook, the marked condition applies a -2 penalty you makes you real popular with the bad guys. It’s by moving, a hit stops the target dead in its tracks.
to attack rolls on any attack that doesn’t include the tempting to slap a marked condition on every target This feature is important, but many players make
source of the marked condition. Defenders aren’t in the burst, but odds are, every creature is going to the 500 gp (component cost for Raise Dead) mistake
alone in marking opponents; some clerics, rogues, accept your invitation and beat the crap out of you, and ignore Wisdom much to their dead controller’s
and other classes have powers that can apply these and before you know it, you’ll be on your back waiting frustration.
conditions too. What sets defenders apart, though, is for the leader’s inspiring word to stand you up again. What makes this class feature so sexy is that you
the ability to place the mark each round and the abil- Worse, the basic attack from Combat Challenge is an can use it whenever a creature provokes an attack,
ity to exploit the mark to a greater effect. immediate action, so at most, you can make one extra once for each creature’s turn. Let’s say you marked
Whenever you make an attack against an enemy, attack against an enemy that ignores you. So unless an enemy controller. The controller could attack you
you can choose to mark that enemy. So if you rip you have buckets of healing surges and oodles of hit with a paltry melee attack, but it wants to melt your
through an opponent with a greataxe or shoot an points, marking everyone you can is a bad idea unless flesh with a ranged attack. If the controller tries to
opponent with your longbow, you can slap the condi- it’s absolutely necessary. shift to avoid the opportunity attack, you can smack it
tion on the bad guy. Marking enemies at range (or Two Defenders: Having two defenders in your with Combat Challenge. If the controller decides not
with a reach weapon) does provide a benefit, but it’s adventuring group means fewer monsters make it to shift and instead risks the opportunity attack while
inefficient and the annoying penalty probably won’t through you to maul your allies. However, time and you’re breathing down its neck, you have an even
stop the creature from murdering your wizard. time again, defenders zero in on the same target, better chance of encouraging the controller to use its

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Fighter Essentials

melee attack next time—if it’s still alive. ✦ Defense: If you believe the best offense is a good temporary hit point gain. Rather than rely on a leader
In short, both Combat Challenge and Combat defense, the guardian fighter is made for you. character to hand them out or depend upon another
Superiority are class features. Don’t worry about deal- character with leader as a secondary role, you can
ing buckets of damage with your attacks. If you put ✦ Versatility: If maneuverability and multiple generate your own temporary hit points by hitting
yourself in the right place and against the right sorts attacks are your things, check out the tempest with a melee or close attack. Each time you do so, you
of foes, you keep up just fine. fighter. gain temporary hit points equal to your Constitution
modifier plus any temporary hit points the power
Fighter Builds Battlerager Fighter would normally grant.
Two things come from this revised rule. First, you
“Some will tell you that giving into your passion is the
When you choose fighter as your character class, can draw temporary hit points from any melee or
surest way to die. To some extent, giving into your anger
you’re faced with several other choices to define close attack, so you can benefit when using power-
can result in unfortunate outcomes, but more often than
your character’s tactics and presence in the game. swap powers, magic item powers, and any other
not, your wrath will keep you fighting long after your will
From ability scores to weapons, powers to feats, the power that meets this loose criteria. Second, you
gives out.”
options are abundant and only grow over time. To add your Constitution modifier to the temporary hit
—Captain Tytos Long
help you navigate through character creation, each points earned. So, if you’re hitting with an invigorat-
class includes several builds. These frameworks can ing power, you gain twice as many temporary hit
Fighters sometimes find themselves in trouble when
serve as an architecture that assists you in making points. Better still, when you miss with an invigorat-
their eyes are bigger than their appetites. When they
good decisions when it comes to feats, powers, and ing attack power, you still receive your Constitution
mark too often, enemies swarm them and before they
gear. As the Player’s Handbook® points out, you don’t modifier in temporary hit points.
know it, they’re kissing the Raven Queen’s hem. For
have to choose a build. However, builds are akin to If you’ve played a battlerager fighter with the rules
fighter players who like abuse, the battlerager fighter
roadmaps. If you don’t know the way, they’re pretty as originally presented, be aware that the revision
build from Martial Power™ is the answer.
helpful, but if you’ve traveled the route a couple times, put an end to cumulative temporary hit points and
you might find you don’t need them anymore. temporary hit point gain when you are attacked. It
When you create a fighter, think about the kind of Battlerager Vigor was for balance, but the old way caused a bookkeep-
fighter you want to play. The four builds each corre- Durability is the battlerager fighter’s strength; it sets ing nightmare. Be sure to review the updates to make
spond to a particular play style: these aggressive warriors apart from their more skill- sure you understand how the revised class feature
ful counterparts. The Battlerager Vigor class feature works.
✦ Durability: If you want to shrug off attacks and as first presented in Martial Power brought with it Damage Boost: The other thing battlerager fight-
keep fighting no matter what, the battlerager is numerous challenges and opportunities, all of which ers have is boosted damage. To benefit from this extra
your build. have been resolved with the recent updates. While damage, you have to be in light armor or chainmail,
battlerager fighters no longer accumulate tempo- you have to have temporary hit points (to receive a +1
✦ Damage: If you believe the best defense is a good rary hit points in staggering numbers, they still gain bonus), and you need to be wielding an axe, hammer,
offense and want to deliver incredible damage, the enough to mitigate the damage they take when doing mace, or pick (to increase the +1 to +2).
great weapon fighter is your best bet. their job and defending their allies.
Temporary Hit Point Gain: The primary benefit
gained from the Battlerager Vigor class feature is

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Fighter Essentials

Hidden Costs with invigorating powers and high damage powers to It’s easy to dismiss the guardian fighter as an inferior
Battlerager Vigor looks like a good deal. Giving up a ensure you can first reduce the target’s defenses and build. A high AC and decent accuracy hardly seem
paltry +1 bonus to attack rolls to receive an endless then destroy your enemy. worth the meager damage and likely slow speed. If
supply of temporary hit points is just too good to be Battlerager fighters are also good at grabbing and you want hit points or maneuverability or damage
true. Be advised, it just might be. holding an enemy’s attention. Close burst powers not output, this is not the build for you. But if you want to
The biggest problem you’ll face with this build only lock down several enemies at once, but you can be the best at being a defender, the guardian fighter is
is Constitution. To make the class feature work, you also absorb their melee attacks to some extent when worth a look.
need a decent Constitution (16 or higher for most they invariably respond. Don’t rely completely on Defense is central to the guardian fighter build.
characters). You already need a high Strength and a close burst powers since you might not be surrounded These fighters protect themselves by using heavy
good Wisdom, so to keep your Constitution high, you at all times. Having one or two of these powers handy shields and wearing heavy armor to make sure they
have to plunder from another ability. Taking points is a good idea. aren’t hit. Not getting hit not only means keeping hit
away from Dexterity might work, but remember, you points, but it also means thwarting nasty conditions
lose initiative and your Reflex suffers. Moving points Great Weapon Fighter that can interfere with you doing your job.
from Wisdom means you’re not as good as other fight- “Sometimes the best tactic is to hit the enemy harder than
ers in locking down enemies and your Will suffers. it can hit you.” Power Selection
Another problem area is armor. The temporary hit —Captain Janus Storn Keeping all three defenses high might result in a
points are great, but unless you have a high Dexterity, low Strength. A high accuracy weapon and Fighter
hide armor is probably not the armor you want to be The great weapon fighter is the damage-dealing Weapon Talent compensate (as does the Weapon
wearing against a lurker or a brute. Chainmail helps. build. Armed with punishing two-handed weapons, Expertise feat), but they don’t address your reduced
But unless you’re a dwarf, you’re now slow and sad- these fighters sacrifice defense to boost their offense. damage output. Luckily, several fighter powers
dled with a penalty to key mobility skill checks. A +1 A great weapon fighter equipped with the right provide additional benefits for wielding specific
bonus to damage rolls does make up for this a bit, but powers can come close to strikers in dispatching weapons, and these benefits can result in extra
is it enough if your accuracy suffers when you plunder enemies. damage, better containment, and so on.
Strength for Constitution? Can you afford to wield an “War College: Secrets of the Great Weapons” goes Other powers you might pick include any powers
axe, hammer, mace, or pick when you are 2 or even 3 into extensive detail on the great weapon fighter that provide bonuses to your attack rolls (including
points behind another fighter in your attack bonus? build, so for more information, be sure to check out the much-maligned sure strike) or powers that allow
that article. you to hit several opponents at once. You can risk
Power Selection locking down two or more enemies since you have
Fighter exploits with the invigorating keyword benefit Guardian Fighter the defenses to compensate for additional attacks
battlerager fighters the most. However, these powers you’ll face.
“I’ve heard a lot of twaddle about finding yer inner
deal low to negligible damage. Instead, they impose Finally, you’re armed with a shield, so it’s wise to
strength, lookin’ fer the biggest weapon and whatnot, and it
conditions that lock down the opponent or force it choose powers that require or interact with shields.
makes me sick. You want to know the secret to surviving on
to grant combat advantage, thus enabling rogues to Tide of iron is crucial, but shield bash from Martial
the battlefield? Don’t get hit. You want to know the secret to
do their thing and improving your accuracy for the Power is also a solid choice for your encounter power.
victory? Fight smarter. It’s not high magic, people!”
next attack you make. It’s best to mix your arsenal —Captain Durgen Anvilson

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Fighter Essentials

Tempest Fighter Power Selection Abilities


“Size and strength are poor cousins to speed and cunning.” There’s no mystery in selecting powers for your tem- All fighters favor common ability scores regardless of
—Captain Verus Polston pest fighter. As a two-weapon wielder, any power build. Strength, Constitution, Dexterity, and Wisdom
that allows you to use both weapons should be your all rank high in a fighter’s needs. However, the degree
Speed, maneuverability, and frequency are all the first choice. For utility powers, focus on mobility and to which you should invest in abilities other than
tempest fighter’s hallmarks. A tempest fighter (Martial defensive ones. Strength depends on your build and tactics.
Power, page 6) eschews heavier armor and weaponry One obvious way to diversify your arsenal is to
to close on opponents quickly and rip them apart invest in the Warrior of the Wild feat. Swap out
Strength
with swift attacks. As two-weapon wielders, tempest fighter powers for ranger powers using the power-
swap feats. Doing this improves your secondary role Fighters use Strength as their attack ability and so it
fighters can strike twice in a round, giving them two
as a striker and broadens your tactical options when should be your highest ability score. A common trap
chances to chip away at opponents, while strikers
you corner an enemy. players fall into with Strength is to dump all their
move into position to deliver the killing blow.
points to reach an 18. The result is often a quasi-
striker with a glass jaw, which comes from a decision
Tempest Technique made from misunderstanding what the fighter is all
Any fighter armed with a weapon and an off-hand about. Remember, your job is to lock down enemies.
weapon can make attacks using either weapon. The You mark your opponent whether you hit or miss.
same fighter can also choose fighter powers that The couple of points you sacrifice from Strength is
allow two attacks, one for each weapon. In fact, a a worthy sacrifice if it means keeping your friends
character could take the Fighter Weapon Talent class alive.
feature and the Two-Weapon Fighting feat and per- Great weapon fighters and guardian fighters both
form well in combat. The trouble is that the off-hand gain the Fighter Weapon Talent class feature. A +1
weapon will deal less damage than the primary, thus bonus might seem minor, but it allows the fighter to
making the trade-off from a shield to a short sword compete with paladins and wardens even if the char-
or an execution axe for a longsword and kukri a poor acter only has a 16 or 17 Strength. Similarly, Tempest
trade. Technique also provides a +1 bonus to attack rolls
To compensate, the Tempest Technique provides made using off-hand weapons. Furthermore, you can
accuracy bonuses to attacks with off-hand weapons choose a high accuracy weapon such as a longsword
and damage boosts for wearing light armor and more or bastard sword to help offset a low attack ability.
for wielding two off-hand weapons. A +1 damage
bonus converts a short sword into a longsword (based Constitution
on average damage), while a +2 bonus jumps the
Having a high Constitution seems like a good idea. A
weapon to a greatsword (again, on average). All this
good score here gives you abundant hit points, extra
comes at the cost of light armor, and a low AC, or
healing surges, and a high surge value—all things a
chainmail costing in speed.
fighter needs to have. Diverting too many points to
Constitution means taking points away from Dexter-

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Fighter Essentials

ity and Wisdom. Your Strength already modifies your Ability Score Spreads You should look at the race’s ability score adjust-
Fortitude defense, which is boosted further by your Even with advice given here and in the build entries, ments first, but don’t let them be the only guide. Just
class bonus, so having a Constitution that’s too high is assigning your scores can be tricky. Your weapons, because a minotaur grants a bonus to Strength and
redundant and makes you vulnerable to attacks that tactics, powers, and racial adjustments all influence Constitution doesn’t mean it makes a good guardian
target other defenses. your decisions about where to place your ability fighter. Humans might have only a +2 bonus to one
The battlerager fighter is the big exception. Since points. The following spreads are designed to be a ability, but the +1 bonus to all defenses is a lot like
your Constitution modifier determines the temporary foundation for your decisions. If you play a race that gaining a +2 bonus to two scores and a +4 bonus to
hit points you gain, you need a high score here to gives you a bonus to one ability, you might shift points a third. The following table suggests builds based on
realize the build’s benefits. You’re already vulnerable from that ability to another one. Or, if you choose race and takes in account ability score adjustments,
to artillery and controller attacks, so make sure you a race that boosts Intelligence and Charisma, you but also integrates the racial features and how they
adjust your tactics accordingly. might have to alter your spread in a considerable come into play.
way to stay effective. In short, start here and adjust to
Dexterity taste. Race and Build
Deva Guardian Fighter
Dexterity seems like a wasted investment. If you’re
Battlerager Spread Doppelganger Tempest Fighter
wearing heavy armor, you don’t add your Dexterity
Str 16 Dex 11 Wis 13 Dragonborn Great Weapon Fighter
(or Intelligence) modifier to your AC. However, you
Con 16 Int 8 Cha 10 Drow Tempest Fighter
can still apply the bonus to Reflex and still benefit
Dwarf Battlerager Fighter
from the increase to initiative checks—a key concept
Great Weapon Spread Eladrin Tempest Fighter
for fighters who like to lock down artillery and con-
Str 17 Dex 12 Wis 13 Elf Tempest Fighter
trollers before the area attacks explode all around
Con 14 Int 8 Cha 10 Genasi Great Weapon Fighter
them. Guardian fighters and tempest fighters should
Gnoll Battlerager Fighter
not ignore this ability.
Guardian Spread Gnome Guardian Fighter
Str 15 Dex 14 Wis 14 Goliath Battlerager Fighter
Wisdom Half-Elf Battlerager Fighter
Con 14 Int 8 Cha 10
Making opportunity attacks represents half of your Half-Orc Tempest Fighter
responsibilities as a defender. As a fighter, you apply Tempest Spread Halfling Tempest Fighter
your Wisdom modifier as a bonus to opportunity Str 16 Dex 15 Wis 13 Human Guardian Fighter
attacks. Wisdom also keeps your Will defense high, Con 13 Int 8 Cha 10 Kalashtar Guardian Fighter
so unless you like being victimized by charm, fear, Minotaur Great Weapon Fighter
and psychic attacks, you’d do well to not ignore this Shadar-Kai Tempest Fighter
ability.
Race Longtooth Shifter Battlerager Fighter
Race is probably the most important decision you’ll Razorclaw Shifter Tempest Fighter
make. Not only does race grant adjustments to your Revenant Tempest Fighter
abilities, but it also provides tactical benefits that Tiefling Guardian Fighter
can guide your feat, weapon, and even build choices. Warforged Great Weapon Fighter

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Fighter Essentials

HEROIC TIER FEATS


Name Prerequisites Benefit
Agile Superiority Fighter, Combat Superiority Use Dexterity in place of Wisdom for Combat Superiority
Bloodseeker Tiefling, fighter +2 damage to marked creatures
Focused Superiority Fighter Wisdom modifier to damage with opportunity attacks
Mobile Challenge Fighter, Combat Challenge Shift 1 with hit from Combat Challenge
Savage Axe Fighter Constitution modifier extra damage with opportunity attacks
Shielded Resurgence Fighter With shield, second wind bonus lasts until end of next turn
Body Shield Fighter, Small size +2 to AC and Reflex with versatile weapon
Stout Shield Fighter Shield bonus also applies to Fortitude
Swift Spear Fighter Opportunity attacks with spear slides enemy 1
Wary Fighter Fighter +2 bonus to Insight and Perception; substitute Wisdom for
Dexterity on initiative
Defensive Challenge Fighter, Combat Challenge With shield, grant adjacent ally +2 to all defenses

Heroic Tier Feats Focused Superiority


Any feat in this section is available to a character of Prerequisite: Fighter
any level who meets the prerequisites. Benefit: While you are wielding a one-handed
weapon, you gain a bonus to damage rolls equal to
your Wisdom modifier with opportunity attacks.
Agile Superiority
Prerequisites: Fighter, Combat Superiority class
feature
Mobile Challenge
Benefit: The bonus granted by your Combat Prerequisites: Fighter, Combat Challenge class
Superiority class feature is equal to your Dexterity feature
modifier instead of your Wisdom modifier. Benefit: After you hit an enemy with a melee
basic attack granted by your Combat Challenge class
Defensive Challenge
feature, you can shift 1 square.
Bloodseeker Prerequisite: Fighter, Combat Challenge class
Prerequisites: Tiefling, fighter feature
Benefit: You gain a +2 bonus to damage rolls
Savage Axe Benefit: When an adjacent enemy marked by you
against bloodied enemies marked by you. Prerequisite: Fighter shifts or makes an attack that doesn’t include you as a
Benefit: When you hit with an opportunity attack target while you are using a shield, you give an adja-
with an axe, you deal extra damage equal to your cent ally a +2 bonus to all defenses until the start of
Constitution modifier. your next turn as an immediate interrupt.

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Fighter Essentials

Shielded Resurgence Paragon Tier Feats Staggering Challenge


Prerequisite: Fighter Any feat in this section is available to a character of Prerequisites: 11th level, fighter, Combat Chal-
Benefit: When you use your second wind while 11th level or higher who meets the prerequisites. lenge class feature
you are using a shield, you regain extra hit points Benefit: When you hit an enemy with a melee
equal to your Wisdom modifier, and the bonus to basic attack granted by Combat Challenge while you
Advantageous Perspective
defenses lasts until the end of your next turn. are using a shield, you can knock the target prone
Prerequisites: 11th level, fighter, Small size instead of dealing damage with the attack.
Benefit: When you make a melee weapon attack,
Small Warrior’s Defense you score a critical hit on a natural roll of 19 or 20
Prerequisite: Fighter, Small size against Large or larger creatures granting combat
Dizzying Mace
Benefit: While you are using a versatile weapon advantage to you. Prerequisites: 11th level, fighter
in both hands, you gain a +2 bonus to AC and Reflex. Benefit: When you hit an enemy with a power
that dazes the target while you are using a mace, the
Plunging Blade
Stout Shield target also takes a penalty to attack rolls equal to your
Prerequisites: 11th level, fighter Constitution modifier for as long as it remains dazed
Prerequisite: Fighter Benefit: When you make an opportunity attack by your attack.
Benefit: Your shield bonus also applies to your with a light blade, you score a critical hit on a natural
Fortitude. roll of 19 or 20.

Swift Spear
Prerequisite: Fighter
Benefit: When you hit with an opportunity attack
with a spear, you can also slide that enemy 1 square
to a space adjacent to you.

Wary Fighter
Prerequisite: Fighter
Benefit: You use your Wisdom modifier instead of paragon tier feats
your Dexterity modifier when rolling initiative. You Name Prerequisites Benefit
also gain a +2 feat bonus to Insight and Perception Advantageous Perspective 11th level, fighter, Small Critical hit Large or larger enemies that grant combat
checks. advantage on a roll of 19 or 20
Plunging Blade 11th level, fighter Critical hit with light blade opportunity attack roll
of 19 or 20
Staggering Challenge 11th level, fighter, Conbat Combat Challenge with shield, forgo damage from
Challenge class feature Combat Challenge to knock prone
Dizzying Mace 11th level, fighter Daze target with mace and target gains penalty
to attacks

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Fighter Essentials

Fighter Exploits Spinning Razor Strike Fighter Attack 5


You move with such alacrity that your enemies can’t follow
The following daily powers are designed with the
your movements: strike, step, strike, step, and finally one last
tempest fighter in mind, but any fighter wielding two strike to end your opponents’ threat.
weapons can benefit by selecting these exploits.
Daily ✦ Martial, Weapon
Standard Action Melee weapon
Ruinous Assault Fighter Attack 1 Requirement: You must be wielding two melee weapons.
Your weapons move with incredible speed and open deep Primary Target: One creature
gashes in your opponent. Primary Attack: Strength vs. AC (main weapon)
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Daily ✦ Martial, Weapon Effect: You shift 1 square and make a secondary attack.
Standard Action Melee weapon Secondary Target: One creature other than the primary
Requirement: You must be wielding two melee weapons. target
Primary Target: One creature Secondary Attack: Strength + 1 vs. AC (off-hand weapon)
Primary Attack: Strength vs. AC (main weapon) Hit: 1[W] + Dexterity modifier damage.
Hit: 1[W] + Strength modifier, and ongoing 5 damage (save Effect: You shift 1 square and make a tertiary attack against
ends). a different target.
Miss: Half damage. Tertiary Target: One creature other than the primary or
Effect: You make a secondary attack. secondary targets
Secondary Target: One creature other than the primary Tertiary Attack: Strength + 1 vs. AC (main weapon and
target off-hand weapon)
Secondary Attack: Strength vs. AC (off-hand weapon) Hit: 1[W] + Strength modifier damage.
Hit: 1[W] + Strength modifier, and ongoing 5 damage (save
ends).
Miss: Half damage. Punishing Storm Fighter Attack 9
You strike twice at the foe, dance aside, and deliver a sud-
den strike with your secondary weapon to send the enemy
Dancing Defense Fighter Attack 5
sprawling.
Each time your blade connects you strike again—or feint, al-
lowing you to dance away. Daily ✦ Martial, Weapon
Standard Action Melee weapon
Daily ✦ Martial, Stance, Weapon Requirement: You must be wielding two melee weapons.
Minor Action Melee weapon Primary Target: One or two creatures
Requirement: You must be wielding two melee weapons. Primary Attack: Strength vs. AC (main weapon)
Effect: Until the stance ends, once per round when you hit Hit: 2[W] + Strength modifier damage.
with an attack using your main weapon, you can make a Miss: Half damage.
melee basic attack with your off-hand weapon against a dif- Effect: If you hit at least once, you can shift 1 square and make
ferent target or shift 1 square and gain a +2 power bonus a secondary attack.
to AC and Reflex until the start of your next turn. Secondary Target: One creature other than a primary
target
Secondary Attack: Strength vs. Fortitude (off-hand
weapon)
Hit: 1[W] damage, and the target falls prone.

August 20 09 | D r ag o n 378
47
Fighter Essentials

Masterful Parry Fighter Attack 15 Storm’s Fury Strike Fighter Attack 25


You catch the enemy’s attack with your off-hand weapon and Your weapons pound into your foes to give you the room you
drive your main weapon into your enemy’s unprotected body. need to face off with your true target.
Daily ✦ Martial, Reliable, Weapon Daily ✦ Martial, Weapon
Immediate Interrupt Melee weapon Standard Action Close burst 1
Requirement: You must be wielding two melee weapons. Requirement: You must be wielding two melee weapons.
Trigger: An enemy marked by you would hit you with a melee Primary Target: Each enemy in burst you can see
attack. Primary Attack: Strength vs. AC
Target: The triggering enemy Hit: 2[W] + Strength modifier damage, and the target is
Primary Attack: Strength + 2 vs. AC (off-hand weapon) pushed 2 squares.
Hit: You take half damage from the triggering attack and make Miss: No damage, and the target is pushed 1 square.
a secondary attack against the same target. Effect: You shift a number of squares equal to your Dexterity
Secondary Attack: Strength + 2 vs. AC (main weapon) modifier and make a secondary attack.
Hit: 2[W] + Strength modifier damage, and the target is Secondary Target: One creature other than the primary
dazed (save ends). You can shift 1 square. target
Miss: Half damage, and the target is dazed until the end of Secondary Attack: Strength vs. AC
your next turn. You can shift 1 square. Hit: 2[W] + Strength modifier damage, and ongoing 10
damage (save ends).
Adaptable Maneuver Fighter Attack 19 Miss: Half damage.

A swift attack tests your enemy’s defenses and tells you wheth-
er you should drop into a defensive posture or strike again. Enemy Undone Fighter Attack 29
Your opponent falls back beneath your attack’s ferocity, but it
Daily ✦ Martial, Weapon
can’t escape you: You step forward to finish the job you started.
Standard Action Melee weapon
Requirement: You must be wielding two melee weapons. Daily ✦ Martial, Reliable, Weapon
Target: One creature Standard Action Melee weapon
Attack: Strength vs. AC. Make the attack twice, once with your Requirement: You must be wielding two melee weapons.
main weapon and once with your off-hand weapon. Target: One creature
Hit: 3[W] + Strength modifier damage on the first hit. If both Attack: Strength vs. AC. Make the attack four times, twice with
attacks hit, you can add 2[W] to the damage dealt or have your main weapon and twice with your off-hand weapon.
the target take a –4 penalty to attack rolls (save ends). Hit: 3[W] + Strength modifier damage on the first hit. On each
additional hit, the target instead takes 1[W] damage. If all
four attacks hit, the target takes 10 extra damage. You then
push the target 1 square per hit and can shift 2 squares
into a square the target occupied.
Special: If you score a critical hit with this power, you can’t
score another critical hit with it on the same turn.

August 20 09 | D r ag o n 378
48
Fighter Essentials

Paragon Paths Bladestorm Duelist Exploits Elaborate Assault Bladestorm Duelist Attack 20
You weave your blades in a complex pattern, and as your en-
Blade Feint Bladestorm Duelist Attack 11 emy follows your movements, you lash out with an unexpected
strike.
Bladestorm Duelist Leading with your off-hand weapon, you draw your opponents’
attention from the real threat. Daily ✦ Martial, Reliable, Weapon
“Your armor, your weapon: These are the instruments of Standard Action Melee weapon
Encounter ✦ Martial, Weapon
your defeat.” Requirement: You must be wielding two melee weapons.
Standard Action Melee weapon
Target: One creature
Requirement: You must be wielding two melee weapons.
Attack: Strength vs. AC. Make the attack three times: first with
Prerequisites: Fighter, Tempest Technique class Target: One creature
your main weapon, then with your off-hand weapon, and
Primary Attack: Strength vs. AC (off-hand weapon)
feature, proficient with rapier then with your main weapon. Before each attack, you shift
Hit: 1[W] + Strength modifier damage, and you make a sec-
1 square.
ondary attack with combat advantage against the same
Hit: 2[W] + Strength modifier damage on the first hit, and you
Blessed with keen reflexes and stunning speed, you target.
gain a +2 power bonus to AC and Reflex until the end of
never developed a taste for heavy armor and cumber- Secondary Attack: Strength vs. AC (main weapon)
your next turn. On the second hit, the target instead takes
Hit: 1[W] + Strength modifier damage. Until the end of your
some weaponry. You felt it was far more effective to 2[W] damage, and it takes a –2 penalty to attack rolls until
next turn, the creature takes a –2 penalty to attack rolls.
the end of your next turn. On the third hit, the target in-
dispense with the weighty gear so that you could stay
stead takes 3[W] damage, and it grants combat advantage
fast on your feet, dance around your opponents, and Nimble Step Bladestorm Duelist Utility 12 (save ends).
deliver swift strikes every bit as nasty as a single blow When your enemy gives you an opening, you step forward to Special: If you score a critical hit with this power, you can’t
from a greataxe. Other fighters might scoff at your take it. score another critical hit with it on the same turn.

thin rapier and your parrying dagger, but you wipe Daily ✦ Martial, Stance
their smiles off their faces when you duck beneath Minor Action Personal
Effect: You shift 1 square. Until the stance ends, when an en-
their attacks and stick your blades in gaps between
emy marked by you provokes an opportunity attack from
their armor. you, shifts, or makes an attack that does not include you as
the target, you can shift 1 square as a free action.

Bladestorm Duelist Path Features


Canny Defense (11th level): While wearing
light armor and not using a shield, you gain a +2
bonus to AC and Reflex.
You gain a bonus to your initiative checks equal to
your Wisdom modifier.
Precise Action (11th level): When you spend an
action point to make an attack, you can reroll one or
two attack rolls (but must use the new result).
Bladestorm Technique (16th level): While
wielding a rapier and an off-hand light blade, you
gain a +1 bonus to attack rolls and damage rolls with
your rapier, and any rapier you use gains the high crit
property.

August 20 09 | D r ag o n 378
49
Fighter Essentials

Wrathbearer a nasty temper. In either case, your time at the war Mocking Target Wrathbearer Utility 12
college was brief when it was clear the instructors No attack against you is good enough to escape your scathing,
“Go ahead. Hit me. I dare you.”
had nothing to teach you. In your adventures since, infuriating tongue.
you have learned to channel your wrath into your Daily ✦ Martial, Stance
Prerequisites: Fighter, Battlerager Vigor class
attacks. When you look back on the stodgy lessons Minor Action Personal
feature Effect: Until the stance ends, when an enemy attacks you, it is
and unbearable drills, you laugh because you have
marked until the end of your next turn, unless the attack
learned a better way to kill. reduces you to 0 hit points or fewer.
You were a terrible student. Wild and unpredictable,
no lesson stuck with you. No matter how hard you
Wrathbearer Path Features Unequaled Might Wrathbearer Attack 20
tried, you’d revert back to your old reckless ways.
Your attack hits your enemies hard and they cannot find the
Your problem might have come from a life among Mounting Rage (11th level): When you miss strength to stand.
savage and warlike people, or you could just have with an invigorating attack power, you gain a +2
Daily ✦ Invigorating, Martial, Weapon
bonus to your next attack roll. Standard Action Close burst 1
Savage Action (11th level): When you spend Target: Each enemy in burst you can see
an action point to take an extra action, you gain a +1 Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target falls
bonus to attack rolls and add 1[W] extra damage to
prone. Until the end of the encounter, when the target
damage rolls with weapon attacks until the end of stands up while adjacent to you, you can make a melee
your next turn. basic attack against the target as an opportunity action.
Endless Endurance (16th level): You increase Miss: Half damage, and the target falls prone.
your maximum hit points by twice your Constitution
About the Author
modifier.
Robert J. Schwalb is a freelance game designer with numer-
ous design and development credits to his name including
Wrathbearer Exploits Draconomicon 2: Metallic Dragons, Primal Power, Dragon® Mag-
azine Annual 2009, Adventurer’s Vault 2, Divine Power, Eberron®
Player’s Guide, Eberron Campaign Guide, Player’s Handbook 2,
Explosive Outburst Wrathbearer Attack 11 P2 Demon Queen’s Enclave, Manual of the Planes, Martial Power,
Your wrath reaches a boil and you explode with violence, rip- Draconomicon I: Chromatic Dragons, the Forgotten R ealms®
ping your weapon through your foes in one savage sweep. Player’s Guide, and numerous articles in Dragon and Dungeon®
magazines. Robert lives in Tennessee with his wife Stacee
Encounter ✦ Invigorating, Martial, Weapon and his sweet potato cats.
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and if the target is
marked by you, it falls prone.

August 20 09 | D r ag o n 378
50
Bazaar
of the
Bizarre
Primal Treasures
By Kolja Raven Liquette
Illustrations by Jeffrey Koch and Jorge Lacera

Some magic items inrpire you to keep them for


the entire history of your character. It helps when
they feature powers that remain relevant at every
level. Some magic items are only useful during rare
moments in a campaign narrative against specific
creatures and obstacles. What to keep and what to
convert into residuum are relevant questions that
have a lot to do with the theme of your character.
Player’s Handbook 2 introduced the primal power
source, and it seems only fitting that primal-themed
magic items should complement those character
classes. To create allure for such items, seeding them
into your campaign history gives the players a chance
to research what they can potentially find before any-
body claims dibs.
The magic items that follow are accompanied by
past accounts of their use, organizations that favor
them, or tales of heroism and tragedy at the hands of
their original owners and wielders. Lore check DCs
have also been included for characters who wish to
learn about these items. If these primal stories appeal
to you as a Dungeon Master or player, use them to seed
adventures or character backgrounds as you see fit.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
51
Bazaar of the Bizarre: Primal Treasures

Pouncing Armor Pouncing Armor Lore Pouncing Armor Level 4+


A character knows the following information with a The spirit of a predatory animal is bound to this armor, imbu-
Pouncing armor was first worn by a tribe of razorclaw ing the wearer with powerful legs.
successful Arcana check.
shifters who prowled a deadly, humid jungle. The DC 15: Those who wear this armor have the abil- Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
tribe’s hunters wore the skins of great cats they had ity to leap great distances toward their opponent from Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
slain to display their hunting prowess. Each razor- a standing position. Armor: Leather, Hide
claw shifter child who demonstrated the potential to DC 20: Wearers of this armor can bring a hefty Enhancement: AC
become a great warrior was guided deep into the for- Power (At-Will): Standard Action. You make a charge attack,
melee attack to bear against their enemy while
but instead of moving normally, you make an Athletics
ests on a hunt. The hunting party would travel at least pouncing toward them. check to jump as though you had a running start and jump
a week away from any of the tribe’s normal lands, DC 25: This armor is often the product of a that distance. The distance you jump can exceed your
and there, the experienced hunters would abandon solitary rite of passage that places failure or success speed.
Power (Daily): Free Action. Trigger: You make a charge attack.
the would-be warrior. The hunters would leave only squarely on the shoulders of the tribal participant. Effect: At the end of the charge, use an at-will attack power
an obsidian-tipped spear for the youth. For the young instead of a melee basic attack.
shifter, craving a chance to prove his or her worth to A character knows the following information with a
the tribe, this was a cause for great excitement … and successful Nature check.
great anxiety. The youth would immediately recog- DC 15: Pouncing armor is worn by formidable
Temblor Weapon
nize from the spear that this test was an opportunity razorclaw shifter hunters and warriors, the adorn- Anthur never quite measured up to his hill giant breth-
to prove his or her worth. ments of which informally denote rank. ren. He tried to hold his own, but barely managed.
The young shifter would not return to the tribe DC 20: This armor can be made from various Unable to compete at rock throwing, wrestling, or the
until he or she had killed large cat or fey panther creatures, including the hides of bears and great cats, other sports bored hill giants engage in, Anthur often
with the obsidian weapon, skinned creature, and the scales of crocodiles and dire scorpions, or the became the target of their insults … and their boulders.
fashioned the hide into armor. The spear itself was chitin of giant beetles and scorpions. Instead of growing bitter, Anthur resigned himself
also given a minor enchantment by the tribal druids
to ensure the kill was genuine—if it was not used in
the hunt to kill the living creature fashioned into the The titan slammed a massive fist into Anthur, sending
armor, the druids would know. No hunter who lied
about his or her kill would be allowed to remain with
him tumbling down the mountainside and into an alpine
the tribe, and no hunter who failed to kill a cat would meadow low on the side of the mountain
dare return alive.

to being the runt of his clan and spent an increasing


amount of time wandering the impassable crags near
his tribe’s lands. During one such outing, Anthur
disturbed an earth titan. Enraged at the disruption,
the titan slammed a massive fist into Anthur, sending

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Bazaar of the Bizarre: Primal Treasures

him tumbling down the mountainside and into an Temblor Weapon Lore forested positions and then disappearing into the
alpine meadow low on the side of the mountain. A character knows the following information with a treetop canopy. To stymie would-be pursuers, many
Here, Anthur met a tribe of people who looked successful Arcana check. of them swing from branch to branch using bracers of
like him, but who spoke a strange langugage he’d DC 15: This weapon can make bull rush attacks brachiation, leaving virtually no trail of their passing.
never heard—they were goliaths. They made Anthur more potent. To gain the attention of the Fallowfoot Brigands, a
welcome in their village, but Anthur yearned to DC 20: When smashed against the ground, this ruler must first exploit or neglect his or her popula-
return home and walk the mountains and cliffs of his weapon can knock opponents off their feet. tion. The members of this organization spread out
tribe. One day, he delcared his wish to return home.
His new friends, saddened at his departure, gifted
him with a sturdy greatclub. Anthur set off, and his
Large portions of stolen raw materials are kept by the
path took him directly to the home of the titan who Fallowfoot Brigands for resale or self-sustenance.
once sent him sailing across the mountain peaks.
Awake this time, the earth titan would not let Anthus
Temblor Weapon Level 4+ into the wilderness, construct forest refuges for tem-
pass. Despite being outmatched, he refused to back
You send a shockwave of primal energy through the ground porary storage, and then restrict, choke, and finally
down and raced past the massive creature. Enraged, that shakes the firmament. cut off supply lines to the region. Shares of this wealth
The earth titan followed, leaping from crag to cliff. The Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp are redistributed directly to the people through
smaller, nimbler Anthur stayed just ahead of the titan Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
agents who have infiltrated their communities, but
until it landed on a crumbling slope. As the ground Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Any hammer or mace not everything is given back. These actions, however
shifted beneath it, the titan struggled to maintain its
Enhancement: Attack rolls and damage rolls philanthropic on the surface, are wildly profitable, as
balance. At that moment, Anthur struck the giant with Critical: +1d6 damage per plus large portions of stolen raw materials are kept by the
his greatclub, knocking it down the mountain. The titan Property: Add the proficiency bonus and enhancement bonus
of this weapon to your attack roll when making a bull rush. Fallowfoot Brigands for resale or self-sustenance. The
bounced down the mountain, trailing a growing cas-
Power (Daily): Standard Action. Smash this weapon against organization eventually moves on to greater spoils,
cade of falling rock, until a massive avalanche slid down the ground and make an attack: Close burst 2; Strength + but not before training the locals and creating a new
the mountain in its wake. The avalanche buried the the weapon’s enhancement bonus vs. Fortitude; on a hit, all
chapter in the region.
titan at the base of the mountain, but to Anthur’s regret, creatures in the burst fall prone.
Level 14 or 19: Burst 3.
also crushed and buried his giant tribe.
Level 24 or 29: Burst 5.
Anthur raced down the mountain, where the earth
titan struggled vainly to free itself. Miserable at the Bracers of
death of his kin and mother, Anthur descended the
slope to finish off the titan, and in so doing, imbued his Brachiation
greatclub with the primordial spirit of the creature. It
The Fallowfoot Brigands are a roaming band of do-
would be several years before Anthur understood that
gooder bandits that harry empires and kingdoms,
he had fulfilled a prophecy, defeating the earth titan
targeting the rule of any leader whose greed has
that stood between his trueborn goliath kin and their
attracted their ire or whose excess has caused them
original homelands, stolen by the hill giants many
to grow fat at the expense of their people. The Fal-
years earlier, and from whom he was also abducted.
lowfoot Brigands use ambush tactics, attacking from

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Bazaar of the Bizarre: Primal Treasures

Bracers of Brachiation Lore Boots of the Dryad wounded from the thorns that immobilized him, the
A character knows the following information with a man’s last words revealed that the woman had been
successful Arcana check. Saedrim watched the man for years as he grew old in his sister, to whom he was abdicating the kingdom.
DC 15: These bracers grant the wearer natural his solitude. She remembered when he first arrived Saedrim dissolved the cage and vanished, never to be
climbing aptitude and the ability to swing through after a wind storm and constructed a cottage by seen again.
the forest. hand from only fallen trees. Saedrim had heard of
DC 20: Some who wear these bracers can climb at such men, druids or shamans who communed with Boots of the Dryad Lore
the same speed that they can move across the ground. nature rather than taming it, but had never met one A character knows the following information with a
The most powerful wearers move even faster through personally. successful Arcana check.
the trees than they do on the ground. When she appeared before him for the first time, DC 15: These boots grant the ability to move
it was as a beautiful maiden. He was not surprised, as seamlessly through obstacles in the forest.
A character knows the following information with a if he had been aware of her for years. Saedrim wanted DC 20: .Wearers of these boots gain the ability to
successful Streetwise check. to share the hidden secrets of the forest with the man, teleport within the confines of a forest.
DC 15: The Fallowfoot Brigands descend out of and so crafted him a pair of enchanted boots that
the trees using these bracers to ambush the supply allowed him to move through the wilderness as she Boots of the Dryad Level 5+
lines of corrupt empires and kingdoms. did. Stepping through the green places that passed Natural growth moves aside as you travel the wilderness, and
DC 20: Trying to track the Fallowfoot Brigands into the Feywild, they bathed together in the rejuve- you can disappear and step out from a nearby tree.
through the trees is difficult, as they leave no foot- nating waters of her sacred glade. Lvl 5 1,000 gp Lvl 25 625,000 gp
prints behind. Time passed quickly, until one day the man Lvl 15 25,000 gp
Item Slot: Feet
was discovered by humans dressed in metal. They
Property: You ignore difficult terrain that is the result of plants,
asked him to return with them to the world he had trees, underbrush, or natural growth (forest walk).
Bracers of Brachiation Level 5+ left behind. He explained that there were duties Power (Daily): Move Action. Teleport 4 squares to a square
You seamlessly negotiate through the forest canopy of a wil- he needed to resolve, and reluctantly, Saedrim said adjacent to a tree, treant, or plant of your size or larger.
derness as if on foot. Level 15: Teleport 8 squares.
good-bye. But her curiosity caused her to follow the Level 25: Teleport 12 squares.
Lvl 5 1,000 gp Lvl 25 125,000 gp humans in secret.
Lvl 15 25,000 gp
The men dressed in metal led the man to a castle
Item Slot: Arms
Property: You gain a climb speed equal to half your ground where, amid much fanfare, they placed a crown
speed, and you can swing through the trees of a forest at upon his head. Saedrim understood what was hap-
your climb speed, during which time you do not leave any pening, and felt proud of the man for being a leader
tracks.
Level 15: Your climb speed equals your ground speed. among his people. Then she saw the woman—likewise
Level 25: Your climb speed equals your ground speed + 4. crowned—sitting to his right. Enraged with jeal-
ously, Saedrim encased the man’s throne, along with
his entire castle, in a cage of sharp briars. Mortally

August 20 09 | D r ag o n 378
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Bazaar of the Bizarre: Primal Treasures

Gorilla Gloves tribe’s lands, using a set of magic gloves he made to DC 15: Orc armies enjoyed a time of uncontested
aid his executions. superiority when these magic gloves were introduced
Orcs have a long history of resolving conflicts, not a The gloves also proved devastating on the front into their ranks.
day of which involves rational discourse. Even in the lines. Even the sturdiest dwarf, once hoisted over- DC 20: The orcs who were outfitted with these
face of superior forces, orcs would sooner rail against head, was powerless against being flung through the magic gloves were hulking warriors who survived
impossible odds than negotiate a compromise short of air. Enemies both formidable and insignificant were several battles on the front lines.
utterly destroying their enemies. One great orc leader, hurled over cliffs, thrown off castle battlements, and DC 25: The magic gloves were created by an orc
Kriiat of the Bloodfist tribe, was a powerful sorcerer. tossed into oceans. They were aimed against picket sorcerer and warlord. He was eventually murdered by
He had unparalleled leadership skills, and through walls, propelled onto reinforcements, or upended one of his own lieutenants, who threw the warlord off
sheer intimidation and his powerful magical abili- into churning lava. Kriiat so loved his creation that a castle wall using a pair of the gloves given him by
ties, managed to bring several other tribes under his he made more pairs for his fiercest warriors, but this his leader.
banner. He was especially known for hurling his most turned out to be his undoing, and the salvation of the
hated enemies from the top of a massive cliff near his lands the Bloodfist tribe had invaded. The orc war- Gorilla Gloves Level 6+
riors loved the gorilla gloves, finding new and creative You possess the might to hoist opponents above your head and
hurl them out of your way.
ways to dispatch their enemies with a flair that was
almost artistic. In a battle on a clifftop battlement, Lvl 6 1,800 gp Lvl 26 1,125,000 gp
Lvl 16 45,000 gp
one of Kriiat’s warriors saw a chance to seize glory by Item Slot: Hands
the throat, and heaved his unprepared and unpro- Power (Daily): Standard Action. Strength + 2 vs. Fortitude;
tected orc warlord off the top of the wall … only to be targets a creature grabbed by you; you throw the target,
pushing it 3 squares. The target then takes 2d10 damage
slain by archer fire immediately after. The Bloodfist
and falls prone.
tribe’s attacks were broken, and duplicate gorilla gloves Level 16: Strength + 4 vs. Fortitude; 5 squares; 3d10 damage.
made in the image of those recovered from Kriiat’s Level 26: Strength + 6 vs. Fortitude; 7 squares; 5d10 damage.
followers soon sprung up across the land.
Boar Tusk Helm
Gorilla Gloves Lore
A character knows the following information with a Nomadic bands of longtooth shifters once roamed the
successful Arcana check. forests and plains now settled by civilized races. More
DC 15: These gloves grant the ability to throw hunter than gatherer, resources were always in demand
grabbed opponents through the air. by these bands, but especially during winter when the
DC 20: Opponents thrown by a wearer of gorilla most abundant regions were highly contested. Bands
gloves also take damage and land prone. of shifters would lead raids against each other, but the
most fearsome tribe called themselves the Keepers of
A character knows the following information with a
successful History check.

August 20 09 | D r ag o n 378
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Bazaar of the Bizarre: Primal Treasures

the Boar. Their leader, a shifter named Gnarl, wore A character knows the following information with a Boar Tusk Helm Level 7+
the first boar tusk helm. He recognized that competition successful Nature check. Your enemies are but standing obstacles through which you
for resources was too great to sustain all the nomadic DC 15: The tribe known as Keeper of the Boar can rush.
bands, but also that fighting each other was pointless. It still exists today and remains the most organized Lvl 7 2,600 gp Lvl 27 1,625,000 gp
always wasted more resources than it gained. As such, society of longtooth shifters to date. Lvl 17 65,000 gp
Item Slot: Head
Gnarl sued for peace with the only tribe that came close DC 20: Direct descendants of Gnarl have been Property: Gain a gore attack while wearing this helmet: an
to the strength of his own, and with their allied might, traced to current generations and are groomed for unarmed weapon with +2 proficiency bonus to attack rolls
conquered the remaining nomadic bands. leadership. and deals 1d10 damage. The wearer gains proficiency with
this weapon. The gore attack has a +2 enhancement bonus
Gnarl’s work resulted in the first shifter nation,
to attack rolls and damage rolls. This attack counts as a
small thought it was, but his work did not end there. melee basic attack.
The shifters conducted border raids against the more Level 17: +4 enhancement bonus to attack rolls and
civilized races and rapidly expanded their territories. damage rolls.
Level 27: +6 enhancement bonus to attack rolls and
Gnarl granted meaningful friendship to those who damage rolls.
surrendered and viciously slaughtered anybody who Power (Daily): Free action. Trigger: You hit with a weapon at
did not. He was brutal with traitors, especially those the end of a charge. Effect: The target takes extra damage
equal to your Strength modifier, and you push the target 1
who sought to betray their own people to him. For a
square and knock it prone.
brief period of time, Gnarl ruled over a sizable terri- Level 17: Extra damage equal to twice your Strength
tory that was held together more by the force of his modifier, and you push the target 3 squares.
personality than any sustainable legacy. Level 27: Extra damage equal to three times your Strength
modifier, and you push the target 5 squares.
Successive generations squandered the wealth
Gnarl amassed while the civilized races he once
ruled slowly grew more powerful. The boar tusk helm Ring of Giants
is still worn by descendants of that original tribe.
Despite his puny stature, the hill giants were fond
of their diminutive brother, Anthur. To their way of
Boar Tusk Helm Lore thinking, the fact that he was small meant that they
A character knows the following information with a had to be tougher on the little runt. Pulling their
successful Arcana check. punches did him no favors, especially if he hoped to
DC 15: This helm grants proficiency with an survive when food was scarce. Treating their brethren
unarmed gore attack that can be treated as normal as a moving target during rock throwing was actually
melee weapon. a form of tough love, for which he would thank them
DC 20: The gore attack is enchanted with a bonus one day. Indeed, what the hill giants liked best about
to attack and damage that increases with the tier of the runt was that he never complained, but simply
this helm. learned how to climb the mountain faster. Nothing
DC 25: If activated after a charge attack, the user of
this helm deals extra damage based on their Strength,
pushes their target, and knocks their opponent prone.

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Bazaar of the Bizarre: Primal Treasures

irritates a hill giant more then a tribe member who Ring of Giants Level 13 Soulfangs
protests too loudly. Your limbs are infused with the strength of a creature much
A soulfang is an enchanted claw, talon, tooth, or sharp-
The clan shaman questioned the wisdom of let- larger than yourself.
ened bone that produces its effects when stabbed into
ting such a small hill giant live, sensing something Item Slot: Ring 17,000 gp
Property: Gain a +2 bonus to critical hit damage per the user. You can use a soulfang on yourself as a minor
ominous about the boy. After losing her previous son
enhancement bonus of the weapon you wield. action or on an ally as a standard action. Drawing a
a year earlier to the elements, the runt’s adoptive Power (Daily): Free Action. Use this power when you hit with soulfang out of your pack is a minor action.
mother, who would never disclose where the child a primal attack power. In addition to the power’s normal ef-
Soulfangs offer various advantages in combat, but
had come from, refused to allow any harm to befall fect, you also push the target 2 squares and knock it prone.
with a concurrent penalty of constant damage. Both
this child. In truth, she had stolen the infant from a
last until the character using the item removes the
family of goliaths who camped near the base of the Soulfangs soulfang from his flesh as a free action on your turn.
mountain and then lied about giving birth to the boy.
A soulfang can be removed from an unconscious ally
Knowing that the boy would face many hardships Soulfangs represent the stored magic of an ancient
as a minor action. If not removed, a soulfang’s effect
growing up among hill giants, she carved a ring from culture that considered strength of will and strength
ends at the end of the encounter.
the bones of her previous child and prayed to Kord of body the twin pillars of honor, and honor to be the
for a blessing of strength. The storm god listened and sole consideration in determining a person’s worth.
enchanted the ring. It would give the wearer the abil- In place of a liquid that any person could imbibe to
ity to strike as hard as a hill giant when wielding a benefit from its effect, this lost culture infused their
weapon in the ring hand. The hill giant mother could magic in sharp fangs taken from monstrous beasts.
not have known this at the time, but in raising the To release their power, the fang must pierce the user’s
goliath, she secured the doom of not only herself, but flesh, an act that requires the will to accept pain.
also her clan. Then, to continue benefiting from the soulfang’s
magic, one must have the endurance to survive the
Ring of Giants Lore pain that comes with its magic.

A character knows the following information with a


successful Arcana check. Soulfang Lore
DC 15: Wearing this ring grants a bonus to all A character knows the following information with a
feats of physical strength. successful Arcana check.
DC 20: This ring grants the wearer the ability to DC 15: Soulfangs are an ancient form of magic,
deal damage with a weapon as if wielded by a much in which enchantments are kept in animal teeth that
larger creature. are jabbed into the user's flesh to release their magic.
DC 25: The more adventurous the wearer, the DC 20: The magic of a soulfang is volatile and a
more potent their attacks become. test of endurance and will. As long as the soulfang
remains in your flesh granting its power, the body
also takes harm from the rigors of the magic.

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Bazaar of the Bizarre: Primal Treasures

Roused Spirit Soulfang Level 2+ Ironskin Soulfang Level 5+ Soulfang of Rage Level 10
Your spirit’s claws grow long and drip phantom blood. Once you stab this fang into your flesh, your skin turns gray While this fang bites at your flesh, you rage without end.
Lvl 2 +1 25 gp Lvl 17 +4 2,600 gp and iron hard. Soulfang 200 gp
Lvl 7 +2 100 gp Lvl 22 +5 13,000 gp Lvl 5 +1 50 gp Lvl 20 +4 5,000 gp Power (Consumable): Minor Action. Until you remove this
Lvl 12 +3 500 gp Lvl 27 +6 650,000 gp Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp soulfang, you are considered to be raging, and you take
Soulfang Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp damage equal to half your healing surge value at the start
Power (Consumable): Minor Action. Until you remove this Soulfang of your turn. Damage caused by this soulfang cannot be
soulfang, you gain a +2 power bonus to attack rolls and a Power (Consumable): Minor Action. Until you remove this reduced by any means.
+2 power bonus to damage rolls with spirit’s shield or spirit’s soulfang, you gain resist 3 to all damage, and you take dam-
fangs and you take damage equal to half your healing surge age equal to half your healing surge value at the start of Soulfang of Resistance Level 5+
value at the start of your turn or if you remove the soulfang your turn or if you remove the soulfang on the turn you
on the turn you use it. Damage caused by this soulfang can- use it. Damage caused by this soulfang cannot be reduced Energy crackles around you once you use this, absorbing some
not be reduced by any means. by any means. that would damage you.
Level 7: +3 power bonus to damage rolls. Level 10: Resist 5 to all damage. Lvl 5 +1 50 gp Lvl 25 +5 25,000 gp
Level 12: +4 power bonus to damage rolls. Level 15: Resist 7 to all damage. Lvl 15 +3 1,000 gp
Level 17: +6 power bonus to damage rolls. Level 20: Resist 10 to all damage. Soulfang
Level 22: +7 power bonus to damage rolls. Level 25: Resist 12 to all damage. Power (Consumable): Minor Action. Until you remove this
Level 27: +8 power bonus to damage rolls. Level 30: Resist 15 to all damage. soulfang, you gain resist 10 to a damage of a specific type,
and you take damage equal to half your healing surge value
Giving Spirit Soulfang Level 3+ Soulfang of Predatory Nature Level 3+ at the start of your turn or if you remove the soulfang on
the turn you use it. Damage caused by this soulfang
A nimbus of white energy around this fang pulses in time with This claw makes yours sharper. cannot be reduced by any means. The damage type (acid,
your heartbeat, channeling your life energy into your healing Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp cold, fire, lightning, necrotic, poison, psychic, or thunder) is
powers. Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp determined when the soulfang is created.
Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp Lvl 13 +3 650 gp Lvl 28 +6 425,000 gp Level 15: Resist 20.
Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp Soulfang Level 25: Resist 30.
Lvl 13 +3 650 gp Lvl 28 +6 425,000 gp Power (Consumable): Minor Action. Until you remove this
Soulfang soulfang, you gain a +1 power bonus to damage rolls with
Power (Consumable): Minor Action. Until you remove this beast form powers, and you take damage equal to half your
soulfang, when one of your primal healing powers allows healing surge value at the start of your turn or if you
an ally to regain hit points, that ally regains an additional 2 remove the soulfang on the turn you use it. Damage caused
hit points, and you take damage equal to half your healing by this soulfang cannot be reduced by any means.
surge value at the start of your turn or if you remove the Level 8: +2 power bonus.
soulfang on the turn you use it. Damage caused by this Level 13: +3 power bonus.
soulfang cannot be reduced by any means. Level 18: +4 power bonus.
Level 8: 3 hit points. Level 23: +5 power bonus.
Level 13: 4 hit points. Level 28: +6 power bonus.
Level 18: 6 hit points.
Level 23: 7 hit points.
Level 28: 8 hit points.

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Bazaar of the Bizarre: Primal Treasures

Soulfang of Retribution Level 5+ Swift Shaper’s Soulfang Level 16 Soulfang of the Cheetah Level 10+
Dark energy lashes from this fang at any creature that dares You tap into your primal soul and you become more naturally This cheetah’s fang causes your legs to shift and warp into a
harm you. adept at shifting into your beast forms. form that lets you run faster.
Lvl 5 +1 50 gp Lvl 20 +4 5,000 gp Soulfang 1,800 gp Lvl 10 +2 200 gp Lvl 30 +6 125,000 gp
Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp Power (Consumable): Minor Action. Until you remove this Lvl 20 +4 5,000 gp
Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp soulfang, you can use your wild shape class feature as a free Soulfang
Soulfang action on your turn, and you take damage equal to half Power (Consumable): Minor Action. Until you remove this
Power (Consumable): Minor Action. Until you remove this your healing surge value at the start of your turn or if you soulfang, you gain a +2 power bonus to speed, and you
soulfang, each enemy that hits you with an attack takes 4 remove the soulfang on the turn you use it. Damage caused take damage equal to half your healing surge value at the
necrotic damage, and you take damage equal to half your by this soulfang cannot be reduced by any means. start of your turn or if you remove the soulfang on the
healing surge value at the start of your turn or if you turn you use it. Damage caused by this soulfang cannot be
remove the soulfang on the turn you use it. Damage caused Thorn Grasp Soulfang Level 3+ reduced by any means.
by this soulfang cannot be reduced by any means. Level 20: +3 power bonus.
Level 10: 6 necrotic damage. The spectral vines you command grow sharp thorns as they Level 30: +4 power bonus.
Level 15: 8 necrotic damage. entangle your foes.
Level 20: 10 necrotic damage. Lvl 3 +1 30 gp Lvl 18 +4 3,400 gp About the Author
Level 25: 12 necrotic damage. Lvl 8 +2 125 gp Lvl 23 +5 17,000 gp Kolja Raven Liquette divides his professional time among
Level 30: 14 necrotic damage. Lvl 13 +3 650 gp Lvl 28 +6 425,000 gp writing for books, for the D&D® game, and for film. Although
Soulfang Kolja has been known to perform on occasion, this happens
Stormlash Soulfang Level 5+ Power (Consumable): Minor Action. Until you remove this more by accident than design.
soulfang, when you slide a creature with warden’s grasp,
This fang sends lightning dancing up your arm into your that creature also takes 5 damage, and you take damage
weapon. equal to half your healing surge value at the start of your
Lvl 5 +1 50 gp Lvl 20 +4 5,000 gp turn or if you remove the soulfang on the turn you use it.
Lvl 10 +2 200 gp Lvl 25 +5 25,000 gp Damage caused by this soulfang cannot be reduced by any
Lvl 15 +3 1,000 gp Lvl 30 +6 125,000 gp means.
Soulfang Level 8: 8 damage.
Power (Consumable): Minor Action. Until you remove this Level 13: 11 damage.
soulfang, you deal 1 extra lightning damage with each Level 18: 14 damage.
weapon attack you make, and you take damage equal to Level 23: 17 damage.
half your healing surge value at the start of your turn or if Level 28: 20 damage.
you remove the soulfang on the turn you use it. Damage
caused by this soulfang cannot be reduced by any means.
Level 10: 2 extra lightning damage.
Level 15: 3 extra lightning damage.
Level 20: 4 extra lightning damage.
Level 25: 5 extra lightning damage.
Level 30: 6 extra lightning damage.

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59
Channel
Divinity:
Bahamut's
Champions
By Robert J. Schwalb
Illustrations by Matt Stawick, Kiriko Moth, and
Colin Throm & Tim Hiddets, Empty Room Studio,

There are many bright lights in the Astral Sea, but


Bahamut’s arguably shines the brightest. At least, his
followers are quick to make that claim. Embodying
valor, justice, and honor, mortals across the planes
look to the Platinum Dragon to intercede wherever
wrongs go uncorrected, where tyranny crushes all
hope, and where evil devours good. Bahamut’s mortal
servants embody his principles, upholding their
sacred oaths to confront the darkness that looms to all
sides. They protect those who cannot protect them-
selves. They ensure the rule of law, bringing order to
those lands given over to chaos. They are honorable
warriors, holy champions committed to all Bahamut
represents and more.
As influential and as beloved as Bahamut may
be, he is but one of many gods. Prayers reach him as
they do his peers, but he does not take a direct hand
in mortal affairs. His influence extends only so far as
mortals who pledge their lives to his cause can reach.
Bahamut depends on his chosen few, those bold souls
who rise above the lay clergy and truly commit them-
selves to his holy purpose.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
60
Channel Divinity: Bahamut's Champions

This article builds on the foundation first estab- After choosing all background elements, you can Rebel
lished in the Player’s Handbook and Divine Power, (with your DM’s consent) select one of the following You fought against a corrupt regime to end its tyran-
offering advice and new rules for player characters background benefits. nical ways. Were you part of a larger organization or
who choose Bahamut as a divine patron. A character è Gain a +2 bonus to checks with a skill associated go it on your own? How were you recruited? What
who serves the Platinum Dragon joins a large family with your background. did you do against the community’s leaders? Was the
of like-minded heroes, adventurers who see injustices è Add a skill associated with your background to corrupt regime truly corrupt? Did you ever do any-
in the world and work to correct them. While there your class’s skills list before you choose your trained thing you now regret?
might not be an overarching organization binding the skills. Associated Skills: Endurance, Thievery
various groups devoted to the Platinum Dragon, those è Choose one language connected to your back-
who fight on Bahamut’s behalf share the responsibil- ground. You can speak, read, and write that language
Redemption
ity of bringing light to a world plunged in darkness. fluently.
è If you are using a campaign setting that offers You spent your life as a slave to darkness. What sort
regional benefits (such as the Forgotten Realms® of wicked deeds did you perform? What was the
Serving the setting), gain a regional benefit. moment of revelation, the event that opened your eyes
Platinum Dragon to your own darkness? What penance have you paid?
What penance must you still pay?
Mortals do not choose to serve the Platinum Dragon;
Barrister Associated Skills: Arcana, Bluff
they are called. Wherever injustices hold sway, You worked within the legal system to uphold the law.
Bahamut identifies worthy champions and sum- Did you champion the innocent or punish wrong-
Squire
mons them to fight in his name. Such revelations are doers? Was the legal system just or riddled with
corruption? Did you ever defend someone who was You studied under a famous knight, serving the war-
subtle, working in concert with the candidate’s own
guilty or prosecute the innocent? Did you leave your rior until you mastered the talents she taught. What
moral outlook. Bahamut cultivates the repugnance
occupation with confidence in the laws you upheld or kind of person was this knight? What was the most
felt in evil’s face and tugs at the conscience when the
in disgust? important lesson you learned? Is your mentor still
guilty go unpunished. Those chosen might come to
Associated Skills: Diplomacy, Intimidate alive? How long was it since you last saw the knight?
the Platinum Dragon on their own volition, but the
Did your association end on good terms?
god’s touch impels the character to take a stand and
Associated Skills: Athletics, Nature
become more than he or she once was. Captive
You spent many years in a dragon’s captivity. Was the
Survivor
Backgrounds dragon noble and virtuous or cruel and tyrannical?
You survived a terrible calamity that forever changed
Before you heard Bahamut’s call and sought wisdom How did your time with the dragon shape your views
about the world? How did you learn about Bahamut your course. Were you the only survivor? Were you
in his service, you had a life and home, a place in the
during your captivity? How did you survive? How did attacked or the victim of some natural disaster? If
world you left behind to become an adventurer. The
your captivity end? Did you escape or did the dragon you were attacked, who attacked you and why? Do
following backgrounds supplement those found in the
release you? you seek revenge or have you made peace with your
Player’s Handbook 2 and Divine Power. You can choose
Associated Skills: Insight, Stealth losses? How will this event shape your future?
them when selecting background elements.
Associated Language: Draconic Associated Skills: Endurance, Stealth

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Channel Divinity: Bahamut's Champions

Witness Platinum Dragon. These heroes tend to regard their


You witnessed a terrible evil, an act so profane you god as a means to an end, a fount from which they
feel as though you will never be clean again. What can draw their power to transform the world in a
was this act? What were the circumstances? Did you measurable way. Invokers and paladins commonly
participate? Did it befall a loved one or friend? come to serve through this process.
Associated Skills: Insight, Perception
Beliefs and Duties
Initiation Those who follow Bahamut cleave to four virtues:
The call decided your fate, and once heard, you knew Honor, Justice, Righteousness, and Nobility. All of
your purpose, realized your destiny. The call showed the Platinum Dragon’s servants embrace these quali-
you the way, but it left the how for you to decide. In ties, letting them act as guides when confronted with
thinking about your divine character and your initial moral quandaries. By acting as living examples of
training, consider any of the following possibilities. these virtues, divine champions can also inspire the
same qualities in others and further their divine
patron’s presence in the world.
Acolyte
Honor: Acting with honor means living without
Temples and religious institutions offer extensive shame. Strive in all things to be worthy of respect and
training for divine characters. Such adventurers admiration, and do nothing to sully your reputation
might have spent their formative years as acolytes, or faith. Treat others with fairness, consider the needs
beginning as scullions and servants when not study- of others before your own, and ever strive to emulate
ing sacred scrolls or learning the basic prayers to the Platinum Dragon in all that you do.
channel their god’s power. Acolytes have extensive Justice: Without justice, there can be no order,
experience in their faith, and divine service is some- and without order, there can be no good. You should
thing to which they are accustomed. Any character always work to protect the weak and the innocent.
with a divine class may have served as acolytes for arsenals, while others may find their paths intersect-
ing with Bahamut’s for a brief moment, their interests Tolerate no crime and seek swift justice for the
a time, but avengers, clerics, and paladins are most wrongdoer.
common. being one and the same for a limited time. Charac-
ters who find a common interest in the teachings of Righteousness: As Bahamut’s holy servant, all
Bahamut, but who might not have chosen a strictly that you do reflects on your faith. Live an unimpeach-
Common Cause divine path, often come to serve in this way. able life, seeking the good and wholesome. Reject
Not all who serve Bahamut in the world undergo reli- temptations and their corrupting influence. Be the
gious training. Many servants do so without drawing moral beacon in all that you do.
Revelation Nobility: Act with dignity. Avoid the base emo-
power from the god and instead serve through other
means, through martial prowess, arcane mastery, Last are those who discover Bahamut through hap- tions for they cloud judgment and lead to darkness.
psionic discipline, and so on. Some champions might penstance. Reviewing a dusty tome, translating Be tempered, even, and resolute in your actions and
dabble in divine study, adding prayers to their ancient runes decorating a ruined temple’s wall, or you will find success.
some other discovery can draw new servants to the

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Channel Divinity: Bahamut's Champions

Character Options Chromatic Bane Path Features


Resilient Action (11th level): When you spend
In addition to the normal options available to all an action point to make an extra attack, you also gain
divine characters, the following paragon path, new resist 10 to one of the following damage types until
feats, and epic destiny are all specifically designed for the end of the encounter: acid, cold, fire, lightning, or
Bahamut’s chosen few. poison. At 21st level, the resistance increases to 15.
Inspired Bravery (11th level): When you end
Chromatic Bane your turn, one ally who can see you can make a
“Gold, red, puce, doesn’t matter one copper to me. All I care saving throw against a charm effect or a fear effect.
about is whether or not you serve the Chromatic Dragon. Platinum Mantle (16th level): You gain the
This is one thing I just can’t stand.” Channel Divinity power platinum mantle.

Channel Divinity: Platinum Mantle


Prerequisite: Any divine class
Chromatic Bane Feature
Destructive power washes around you, but Bahamut protects
The titanic struggle between Bahamut and Tiamat you and those who trust you.
is legendary. Throughout history, the two gods
Encounter è Divine
have clashed, their armies mustering and throwing Immediate Interrupt Close burst 3
themselves against each other repeatedly as the two Trigger: You are hit by a close or area attack
powers struggle for dominance. No matter the other Target: You and each ally in the burst
Effect: The target gains a +2 bonus to all defenses until the end
interests guiding them or their involvement in the of your next turn.
natural world, their longstanding animosity inevita-
bly comes to the fore. Many champions fighting for
Chromatic Bane Prayers
the Platinum Dragon identify this endless conflict
and come to see Tiamat as evil’s author in the world.
Rolling Stab Chromatic Bane Attack 11
Those who do might take the battle to Tiamat’s fol-
As your foe strikes you, you roll to the side to make a punish-
lowers, committing themselves to rooting out and ing counterstrike.
destroying her dragons and other servants.
Encounter è Divine, Weapon
As a Chromatic Bane, you devote your training Immediate Reaction Melee weapon
and purpose to the destruction of evil dragons. Metal- Trigger: An enemy hits you with a melee attack
lic or chromatic, planar or otherwise, if the dragon is Target: The triggering enemy
Effect: Before your attack, shift 5 squares to any square adja-
sworn to the Lady of Avarice, it becomes your sworn cent to the target.
enemy. You hone your fighting techniques to with- Attack: Strength, Wisdom, or Charisma vs. AC
stand draconic fury and develop ways to lend aid to Hit: 1[W] + Strength, Wisdom, or Charisma modifier damage,
and you gain a +2 bonus to all defenses until the end of
comrades who fight at your side. When you master
your next turn. If the target is a dragon, this attack deals an
your style, you become Tiamat’s bane, a relentless extra 1[W] damage.
adversary opposing her designs on every front.

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Channel Divinity: Bahamut's Champions

Rousing Cry Chromatic Bane Utility 12 Heroic Tier Feats


You voice is a clarion, cutting through the confusion to stir Name Prerequisites Benefit
your ally to action. Advantageous Rebuke Invoker, Covenant of Preservation Hit benefitting from preserver’s
Daily è Divine rebuke causes target to grant combat advantage
Minor Action Close burst 10 Emboldening Critical Avenger, Censure of Unity, Allies adjacent to oath target gain +2 damage
Target: One dazed or stunned ally in the burst that you can see oath of enmity against it when you score a
Effect: The dazed or stunned condition ends and the target can critical hit
take a move action as a free action. Mettle Proven Paladin, divine mettle Divine mettle target can spend healing surge
with successful save
Heartstrike Chromatic Bane Attack 20
Radiant Breath Dragonborn, any divine class Add radiant damage type to dragon breath
Your foe recoils from your attack in agony, but your pursuit of Shielding Word Cleric, healing word Healing word target gains +2 defenses until
justice brings you implacably after it.
start of your next turn
Daily è Divine, Weapon
Standard Action Melee weapon Paragon Tier Feats
Target: One creature Name Prerequisites Benefit
Attack: Strength, Wisdom, or Charisma vs. AC
Broadened Manifestation 11th level, invoker, Slide one or two allies with
Hit: 4[W] + Strength, Wisdom, or Charisma modifier dam-
age, you slide the target 3 squares and shift 3 squares to a Covenant of Preservation covenant manifestation
square adjacent to the target, and the target is marked until Dragonbane 11th level, any divine class Powers that target undead also target dragons
the end of the encounter. Forceful Challenge 11th level, paladin, divine challenge Slide target when it takes damage from
Miss: Half damage and the target is marked until the end of divine challenge
the encounter.
Inspiring Oath 11th level, avenger, Censure of Unity One ally shifts when you use oath of enmity
Special: When charging, you can use this power in place of a
melee basic attack. Merciful Retreat 11th level, cleric, healer’s mercy Healer’s mercy targets shift 1

Epic Tier Feats


Heroic Tier Feats Name Prerequisites Benefit
Any character of any level who meets the prerequi- Superior Preservation 21st level, invoker, Ally you slide with covenant
sites can select the following feats. Covenant of Preservation manifestation gains temporary hit points
Weakening Challenge 21st level, paladin, divine challenge Weaken target when it takes damage from
divine challenge
Advantageous Rebuke
Prerequisite: Invoker, Covenant of Preservation
Benefit: When you hit with an attack with a
bonus to the attack roll granted from preserver’s rebuke,
the target also grants combat advantage until the end
of your next turn.

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Channel Divinity: Bahamut's Champions

Multiclass Feats
Name Prerequisites Benefit
Dragon’s Rebuke 4th level, Platinum Revelation Swap 3rd-level encounter attack power
for dragon’s rebuke
Hand of Justice 4th level, Noble Indoctrination Swap 3rd-level encounter attack power
for hand of justice
Noble Indoctrination Wis 13, must worship Bahamut Training in Religion; gain righteous judgment
Platinum Revelation Str 13 Training in Insight; gain Bahamut’s
shield power
Righteous Intolerance 10th level, Platinum Revelation Swap 9th-level daily attack power for
righteous ntolerance
Righteous Savior 8th level, Noble Indoctrination Swap 6th-level utility power for
righteous savior
Shining Purpose 10th level, Noble Indoctrination Swap 9th-level daily attack power for
shining purpose
Zealous Fury 8th level, Platinum Revelation Swap 6th-level utility power for
zealous fury

Emboldening Critical Radiant Breath


Prerequisite: Avenger, Censure of Unity, oath of Prerequisite: Dragonborn, any divine class
enmity Benefit: Add the radiant damage type to whatever
Benefit: Whenever you score a critical hit against damage type you chose for your dragon breath racial
your oath of enmity target, all allies adjacent to the power. This power also gains the radiant keyword.
target gain a +2 bonus to damage rolls against the
target until the start of your next turn. Shielding Word
Prerequisite: Cleric, healing word
Mettle Proven Benefit: Targets of your healing word class feature
Prerequisite: Paladin, divine mettle also gain a +2 bonus to all defenses until the start of
Benefit: When an ally succeeds on a saving your next turn.
throw granted by your use of divine mettle, the ally
can spend a healing surge. Paragon Tier Feats
Characters of 11th level or higher who meets the pre-
requisites can select the following feats.

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Channel Divinity: Bahamut's Champions

Broadened Manifestation Superior Preservation Dragon’s Rebuke Feat Power


Prerequisite: 11th level, invoker, Covenant of Prerequisite: 21st level, invoker, Covenant of Your strike awakens the dragon within you, giving you the
drive to punish you foe should it fail to give your god his
Preservation Preservation proper due.
Benefit: You can slide one or two allies with your Benefit: When you use your covenant manifesta-
Encounter è Divine, Weapon
covenant manifestation. tion, one ally you slide gains temporary hit points Standard Action Melee weapon
equal to your Intelligence modifier. Target: One creature
Attack: Your highest ability vs. AC
Dragonbane Hit: 2[W] + your highest ability modifier damage. If the target
Prerequisite: 11th level, any divine class Weakening Challenge makes an attack that does not include you as a target be-
fore the start of your next turn, you can push the target 2
Benefit: When you use a divine power that nor- Prerequisite: 21st level, paladin, divine challenge
squares as an immediate reaction.
mally targets undead, you can also target dragons. Benefit: Whenever a target takes damage from Level 13 Swap: Hit: 3[W] + your highest ability modifier
your divine challenge or divine sanction, it is also weak- damage.
ened on the triggering attack. Level 23 Swap: Hit: 4[W] + your highest ability modifier
Forceful Challenge damage.
Prerequisite: 11th level, paladin, divine challenge
Benefit: When a creature takes damage from Multiclass Feats Hand of Justice
your divine challenge or divine sanction, you can slide In Bahamut’s ongoing struggle against Tiamat and
Prerequisite: 4th level, Noble Indoctrination
that creature 1 square. other forces of evil, the Platinum Dragon seeks out
Benefit: You can swap one 3rd-level or higher
worthy mortals to carry his banners into battle. The
encounter attack power you know for the hand of jus-
Inspiring Oath following multiclass feats allow characters from any
tice attack power.
class to benefit from the shining god’s favor and do
Prerequisite: 11th level, avenger, oath of enmity
his work in the world. Although Noble Indoctrination Hand of Justice Feat Power
Benefit: When you use oath of enmity, one ally you
and Platinum Revelation are not true classes, each is A radiant draconic claw appears and punishes your enemy for
can see can shift 2 squares closer to your target as a
considered to be a class-specific multiclass feat grant- attacking a friend.
free action.
ing access to specialized powers for those who vow Encounter è Divine, Implement
service to Bahamut. Immediate Reaction Area burst 1 within 10
Merciful Shift Where a feat power includes a “swap” entry, you squares
Trigger: An enemy within range that you can see hits an ally
Prerequisite: 11th level, cleric, healer’s mercy can replace the feat with a higher-level benefit when- with an attack
Benefit: Each target of your healer’s mercy power ever you would replace the power for a higher-level Target: The triggering enemy
can shift 1 square as a free action. power. When you do, you gain the higher-level ben- Attack: Your highest ability vs. Fortitude
Hit: 1d12 + your highest ability modifier damage, and the ally
efit as indicated by the swap entry.
the triggering attack hit can spend a healing surge.
Epic Tier Feats Level 13 Swap: 2d12 + your highest ability modifier
damage.
Characters of 21st level or higher who meets the pre- Dragon’s Rebuke Level 23 Swap: 3d12 + your highest ability modifier
requisites can select the following feats. Prerequisite: 4th level, Platinum Revelation damage.
Benefit: You can swap one 3rd-level or higher
encounter attack power you know for the dragon’s
rebuke attack power.

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Channel Divinity: Bahamut's Champions

Noble Indoctrination [Multiclass] Righteous Intolerance Shining Purpose


Prerequisite: Wis 13, you must worship Bahamut Prerequisite: 10th level, Platinum Revelation Prerequisite: 10th level, Noble Indoctrination
Benefit: You gain training in Religion. Benefit: You can swap one 9th-level or higher Benefit: You can swap one 9th-level or higher
You gain the righteous judgment power. You can daily attack power you know for the righteous intoler- daily attack power you know for the shining purpose
use any implement you can normally use as an imple- ance attack power. attack power.
ment for the powers from this multiclass feat and
those that list it as a prerequisite. You can also use Righteous Intolerance Feat Power Shining Purpose Feat Power
any weapon you are proficient with as an implement Filled with righteous fury, you unleash divine wrath to pen- As you shrug off your injuries, your vision reveals a path to
etrate your opponent’s defenses. certain victory.
for these powers, but the weapon’s proficiency bonus
doesn’t apply. Daily è Divine, Radiant, Weapon Daily è Divine, Healing, Radiant
Standard Action Melee weapon Free Action Close burst 3
Target: One creature Trigger: You hit an enemy
Righteous Judgment Feat Power Attack: Your highest ability vs. AC Target: One ally you can see in burst
You whisper a bitter prayer, condemning your enemy to Ba- Hit: 2[W] + your highest ability modifier radiant damage. Effect: The target can spend a healing surge and then make a
hamut’s judgment. Effect: The enemy radiates Bahamut’s righteous fury (save basic attack against the triggering enemy with a +2 power
ends). While the target radiates righteous fury, when an ally bonus on the attack roll as a free action. If the attack hits, it
Encounter è Divine, Implement, Radiant
within 3 squares of the target takes damage from an attack, deals an extra 1d10 radiant damage.
Standard Action Ranged 5
that ally gains temporary hit points equal to your highest Level 19 Swap: Effect: Extra 2d10 radiant damage.
Target: One creature
ability modifier and you can shift up to your speed to a Level 29 Swap: Effect: Extra 3d10 radiant damage.
Attack: Your highest ability vs. Will
square adjacent to that ally.
Hit: If the target moves before the end of your next turn, one
Aftereffect: The target is dazed until the end of your next turn.
ally within 5 squares of you may shift as an immediate
reaction. If the target makes an attack before the end of
Level 19 Swap: Hit: 4[W] + your highest ability modifier Zealous Fury
radiant damage. Prerequisite: 8th level, Platinum Revelation
your next turn, one ally within 5 squares of you gains a +2
Level 29 Swap: Hit: 6[W] + your highest ability modifier
power bonus to attack rolls and damage rolls against the Benefit: You can swap one 6th-level or higher util-
damage.
target until the end of your next turn.
ity power you know for the zealous fury utility power.

Platinum Revelation [Multiclass] Righteous Savior Zealous Fury Feat Power


Prerequisite: Str 13, you must worship Bahamut Prerequisite: 8th level, Noble Indoctrination When an enemy dishonors you by attacking an ally, you in-
Benefit: You gain training in Insight. Benefit: You can swap one 6th-level or higher tercede to ensure your enemy does not make the same mistake
utility power you know for the righteous savior utility twice.
You gain the Bahamut’s shield power.
power. Daily è Divine, Healing
Immediate Reaction Ranged 10
Bahamut’s Shield Feat Power Trigger: An ally within range is hit by an attack
You invoke the Platinum Dragon to shield yourself and others
Righteous Savior Feat Power Effect: The ally regains hit points as if it spent a healing surge,
from harm. You rush to your endangered ally’s side to lend aid where it’s and you can teleport 10 squares to a square adjacent to the
most needed. enemy that attacked the ally and mark that enemy (save
Encounter è Divine, Weapon
Encounter è Divine ends).
Standard Action Melee weapon
Target: One creature Immediate Interrupt Ranged 5
Attack: Your highest ability vs. AC Trigger: An ally in range is hit by an attack
Hit: 1[W] + your highest ability modifier damage, and the tar- Target: The triggering ally
get takes a –2 penalty to its next attack roll before the end Effect: Shift up to 5 squares to a square adjacent to the target.
of your next turn. The target gains a +3 bonus to all defenses until the start of
your next turn.

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Channel Divinity: Bahamut's Champions

Bahamut’s Vessel faces destruction, good and constant service undoubt-


edly rewards you with a place in your god’s dominion,
Your great virtue and righteous nature reward you with the
perhaps as an exarch, perhaps as something more.
sacred task of safeguarding Bahamut’s divinity.
Indeed, Bahamut keeps council with the greatest
champions to have ever served him, and these allies
Prerequisite: 21st level, must worship
attend him in all things.
Bahamut
Bahamut is Dead, Long Live Bahamut: While
all gods are immortal, no being is truly unkillable.
Having long championed Bahamut in the world,
Should Bahamut die, omens and visions reveal your
taking up his causes and making them your
final quest. Your purpose, to return Bahamut to
own, you garner the god’s attention. Seeing in
the world, is made clear. You may carry the divine
you a reflection of his own noble character, he
embryo, but you must take bold steps to allow the
bestows on you a portion of his divine essence,
godling within to awaken and resume its proper
both to make you a more effective servant and
place. When you fulfill every condition, divine fire
to protect a portion of his divinity against some
consumes your very existence to restore the god to
future calamity. Great power accompanies
corporeal form. The sacrifice required is absolute, its
this grave responsibility, power you can use to
destruction required to facilitate the rebirth. Though
resemble your patron and access his own divine
you no longer exist, your memory lives on within the
qualities.
god and those who follow him, granting you a rare
The holy burden in no way restricts your
form of immortality—within the fondest memories of
personal objectives and you are free to pursue
a god.
your own ends, though your goals likely coin-
cide with those of the Platinum Dragon. You
must have special care, however, for the fate Bahamut’s Vessel Features
of a god—and perhaps more—rests within your Blessed Awakening (21st level): Increase any
imperfect shell. From time to time, Bahamut one of Strength, Wisdom, or Charisma by 2 points.
might call upon you for a special task, to go Whenever you spend an action point, you regain
places where he is unable, and act on his behalf, hit points as if you spent a healing surge and gain a +2
giving you a look into a possible future where bonus to all defenses until the start of your next turn.
you might serve as his exarch. Courageous Presence (24th level): Each ally
within 5 squares of you that can see you gains a +2
Immortality? bonus to saving throws and, when the target of a
divine healing power, a +2 bonus to attack rolls and
The divine fragment you carry enables
all defenses until the end of its next turn.
Bahamut to be reborn into the world, to live
Platinum Rebirth (30th level): Once per day,
even if his divine form is slain, as unlikely an
when you are reduced to 0 hit points, you regain all of
event as that might be. If your patron never
your hit points and transform into a Large platinum

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Channel Divinity: Bahamut's Champions

dragon. While in this form, you gain darkvision, resist Breath Weapon Class Feature About the Author
20 cold, resist 20 fire, fly 10 (hover), dragon bite, and You open your draconic maw to release a gout of bitter cold. Robert J. Schwalb is a freelance game designer with numer-
ous design and development credits to his name including
breath weapon (see below for these powers). In addi- Daily è Cold Draconomicon™ 2: Metallic Dragons, Primal Power™, Dragon®
tion, each enemy within 5 squares of you takes a -2 Standard Action Close blast 5 Magazine Annual 2009, Adventurer’s Vault™ 2, Divine Power™,
Target: Each creature in blast Eberron® Player’s Guide, Eberron Campaign Guide, Player’s Hand-
penalty to attack rolls while you remain in this form.
Attack: Level + 6 vs. Reflex book® 2, P2 Demon Queen’s Enclave™, Manual of the Planes™,
Beyond those changes, becoming a dragon Hit: 4d12 + 10 modifier cold damage, push the target 3 Martial Power™, Draconomicon I: Chromatic Dragons, the Forgot-
doesn't change your game statistics. Your equipment squares, and the target is immobilized (save ends). ten Realms® Player’s Guide, and numerous articles in Dragon
becomes part of your dragon form, but you drop any- Miss: Half damage, and the target is pushed 1 square. and Dungeon® magazines. Robert lives in Tennessee with his
Effect: After the attack, you resume your normal form. wife Stacee and his sweet potato cats.
thing you are holding, except implements you can
use. You continue to gain the benefits of the equip-
ment you wear. You can use the properties and the Bahamut’s Vessel Power
powers of implements as well as magic items that you
wear, but not the properties or the powers of weapons Seven Canaries Bahamut’s Vessel Utility 26
or the powers of wondrous items. While equipment is Seven yellow canaries blink into existence about you, each one
embodying a different blessing from Bahamut.
part of your dragon form, it cannot be removed, and
Daily è Divine
anything in a container that is part of your dragon
Minor Action Personal
form is inaccessible. Effect: Seven canaries appear and fly about you, remaining
This effect lasts until the end of the encounter until the end of the encounter or until expended. You gain
or until you use breath weapon, at which point you the following benefits.
* Resist 15 cold.
resume your normal form. * Resist 15 fire.
* Each ally within 5 squares of you gains a +1 bonus
Dragon Bite Class Feature to attack rolls, saving throws, and skill checks.
You rend your enemy with a crushing bite. * You can take a full complement of actions on your
turn while dazed, and you can still take a standard
At-Will action on your turn while you are stunned.
Standard Action Melee 2 * Your melee and ranged attacks deal an extra 1d10
Target: One creature cold and fire damage.
Attack: Level + 8 vs. AC * You gain a fly speed equal to your speed and hover.
Hit: 3d12 + 12 damage, and the target slides 1 square. * You gain regeneration 2.
As an immediate interrupt when an attack hits you, you can
expend one canary (and one of the above benefits) to gain
a +4 power bonus to defenses against that attack.

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Deities and Demigods: The Grandfather of Dragons commands us to be
vigilant against all evil and to destroy it wherever
we encounter it. Yet many who wear his noble colors

Bahamut By Robert J. Schwalb


Illustrations by Rick Hershey,
Tim Hibbets, and Colin Throm
are content to await the coming darkness—they
think that they will be ready for the time when evil
shows its hideous visage. Brothers and sisters, evil
will never reveal itself. Those sworn to wickedness
cannot abide the shining beacon because they find
its brilliance loathsome. No, evil’s servants haunt the
darkness that spawns it. They bide their time. They
spread evil’s filthy seed to unsuspecting innocents,
offering temptations even the innocent cannot re-
fuse. We permit this festering cancer as we strive to
safeguard our lands. We combat the obvious threats,
but this, friends, is what darkness wants. Evil would
have us fritter away all our strength against its de-
coys, laughing at our feeble f lailing. How, I ask, can
we ever hope to quench the hated one’s conf lagration
when all we do is fight the small fires?
The Platinum Dragon commands us to pro-
tect the weak and to safeguard the innocent from
evil’s depredations, yet time and again the common
person succumbs to temptation We cannot wait any
longer—we cannot allow another day to pass—while
the Dark Lady and other vile forces plot our dooms
from unseen redoubts. We must look deep within
our hearts and find our purity. We must scourge our
f lesh to purge temptation and doubt. We must test
our friends, our families, and our neighbors to be
certain shadow has no hold. And where we find it,
we must cleanse the f lesh. We liberate the spirit.
If we falter in this holy mission, we fail.
If we quail before the horrors, evil wins.
Giving mercy, we permit evil and become
no better than those we fight.
Brothers and sisters, we are at war.
-Josseth Crownblade, Platinum Talon, Templar
of Bahamut

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
70
Deities & Demigods: Bahamut

The Platinum Dragon shines brightly in the world. those principles on which a society depends to thrive, What follows are ways Bahamut’s faithful
Bahamut champions virtue and justice. He urges laws have no meaning. might take extremist positions regarding his
mortals to embrace their noble natures and to better commandments.
themselves and the world around them. His holy Bahamut in the World Honor and Justice: When a lord fails to enforce
texts teach them to reject the baser, destructive emo- the laws equally in a community, Bahamut’s priests
Bahamut stands at the forefront among those gods
tions undermining order’s harmony. Erathis inspires supplant the constables and mete justice. No matter
who champion good. Communities founded on
mortals to reach further and to build and claim their how inconsequential, all crimes receive the same
principles of justice, equality, and virtue include the
rights to the natural world, but Bahamut teaches the punishment: death.
Platinum Dragon in their prayers. For all that mortals
wisdom to ensure that mortal achievements improve Protect the Weak: A Bahamut sect moves into
look to Bahamut to resolve their troubles, not all sub-
lives rather than destroy them. For the Platinum a poverty-stricken barony. Seeing the lord’s rela-
scribe to the full tenets espoused by his teachings.
Dragon virtue and order are one and the same. Essen- tive wealth and security compared to the peasants,
Absolute good causes problems for many mortals.
tially, they are different aspects of the same ideal. the sect sacks the baron’s castle and gives away his
Good and evil are subjective concepts shaped by
Law without goodness is tyranny, while goodness wealth. Not satisfied, the sect assumes control over
culture and social demands. Rather than struggling
without order is irresponsible and offers no protec- the land, violating privacy and restricting freedoms
with an external ethical model, many faithful allow
tions for the weak, the infirm, and the destitute. to ensure a better quality of life, or an equal one at
their personal moral compasses to guide them. Even
The only way for good to survive in the world is least, for all.
among Bahamut’s servants, opinions vary as to the
Defend Just Order: When the aristocracy revolts

Good lives outside the individual, and it sometimes remains against the queen, Bahamut’s templars come to
the monarch’s defense, seeing her rule as just and
unclear, but it is a thing to which all mortals should aspire divinely sanctioned. What the templars do not real-
ize is that the queen is secretly plotting to plunge the
or reject as is their choice. nation into war by sending her armies to conquer a
neighboring state.
through an ordered society. No relativistic moral- degree to which a society should shape moral ideals,
Liberate the Oppressed: A nearby forest com-
ity exists: Good lives outside the individual, and it and many have waged bitter disputes over identifying
munity under a druid king’s rule rejects the social
sometimes remains unclear, but it is a thing to which the good or its absence in a community’s laws.
conventions upheld in a neighboring kingdom. A
all mortals should aspire or reject as is their choice. Without regular discourse with the gods and
Bahamut priest sees the community as lawless, mor-
An ordered society reinforces morality and encour- when lacking an overarching religious structure,
ally confused, and deceived by its leaders. To liberate
ages mortals to be generous, temperate, and peaceful, most faiths splinter and fracture, since personal inter-
the people he sees as being oppressed, he leads an
while its laws define unacceptable behaviors as being pretations about a particular commandment divide
invasion force to unseat the druid king and install a
anything that would threaten or undermine the otherwise likeminded servants. The most dangerous
leader more akin to his beliefs.
common good. Within an ordered society, the path to sects are those that latch onto a particular com-
virtue is clear. mandment, placing special importance on the divine
Justice, then, is vital to realizing the good in the decree so that it eclipses any other command the god Divine Distance
world. Without consequences for acting against the might offer. Taking a particular piece of dogma out Those who take a rational view toward Bahamut and
common good, and with no punishment for violating of context can pervert the god’s intentions and have his doctrines might question why the god makes no
disastrous results in the larger world. effort to correct his followers’ mistakes. Extremists

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Deities & Demigods: Bahamut

can cause as much suffering and destruction as those unfolding on the mortal world, a misguided band, no History DC 15: Although the Talons commit
servants dedicated to Bane in his worst aspect. How matter their actions, is nothing compared to the chal- themselves to fighting evil, their single-minded
can a god purported to represent justice, honor, and lenges the gods must contend with in the planes. efforts can and have blinded them to the unintended
nobility tolerate such actions by his supposed ser- suffering that results from their crusades. Wherever
vants? Learned theologians have debated these issues The Platinum Talons the Talons go, they leave behind shattered lives and
for ages and no definitive answer has yet emerged. ruined communities. The Talons make no apology for
Some suggest mortals incorrectly assume rational- “Suffer not the transgressor!” their actions because they believe their ends justify
ity is necessary to understand divinity. Perhaps the If time proves anything, awaiting evil does nothing to whatever means they use.
gods encourage fanaticism. Perhaps they depend on defeat evil. Left to its own devices, it festers, spread- History DC 20: The misery the Talons create
their zealous servants to advance their aims in the ing its corruption to all corners, planting dark seeds exists in the ashes and bones of those whose paths
world. Maybe these extremists have a greater under- in mortal hearts and turning them against the proper they’ve crossed. One only need look to Four Oaks
standing about what is at stake if they fail and thus order. As long as war is waged against evil’s servants, to see just how the Talons operate. Once a prosper-
fight all the harder because of it. They might pursue there can be no victory. To defeat the darkness—to ous forest village, Four Oaks had rumors about
witchcraft and diabolism dogging it. The people
If time proves anything, awaiting evil does nothing to were innocent, but they placed little stock in gods,
instead embracing the “old” ways and the primal
defeat evil. spirits who sheltered their lands. The Talons
followed their suspicions and descended on the set-
misguided goals, but what good they work along the cast it from this world—a true warrior must suspect tlement. They interrogated forty innocents and when
way might serve a higher purpose. all of treachery and test everyone he or she meets to they found nothing, they burned the village to the
A chilling thought to be sure, and scholars retreat ascertain the purity of the heart, and, where he or ground. When questioned, the Talons’ only response
from such speculation. Instead, they claim a god’s she finds corruption, destroy it. was “everyone dies, but evil always prospers.”
distance from mortal events is due to the ban placed The following organization demonstrates how a
on the gods by the primal spirits after the Dawn War. group dedicated to Bahamut might go adrift from the
Religion
After incalculable devastation, the spirits prohibited god’s intentions through fanatical beliefs.
the gods from taking a direct hand in the world to Common Knowledge: The Talons fight to purge
iniquity from civilized lands to ensure harmonious
ensure that the natural world does not become a The Platinum Talons Lore and ordered societies.
battleground for gods and primordials again. Since
mortals come to the gods freely, how they interpret Religion DC 15: Cleaving to Bahamut’s com-
a divine decree is a matter of personal choice. The History mandment to oppose evil on all fronts, the Talons
gods are remote and thus do not address deviations Common Knowledge: The Platinum Talons is a believe they fulfill all other commandments by focus-
because they are prevented from doing so. militant order dedicated to Bahamut. They use force ing on purging corruption from their lands. Their
Of course, the easiest and most humiliating to further their cause, scouring the countryside for more intelligent enemies realize how outwardly
answer is that individual mortals are too insignificant wicked servants dedicated to dark powers. Much focused the Talons are and thus embed themselves
and too numerous to draw a god’s attention. Con- good has been done in their name, and their vigi- not only within established cities and nations, but
cerned with far greater matters than the petty dramas lance checks evil’s spread. also within the organization. So even if the Talons
find some of the embedded enemies outside their

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Deities & Demigods: Bahamut

organization, because the Talons turn their suspi- him on spiritual matters as well as strategic ones.
cious eyes away from themselves and only upon those Crownblade chose these advisors for their oaths and
they protect, those who succeed in finding a position supposed purity, though outsiders question their pri-
within the Talons remain entrenched. vate intentions.
Religion DC 20: The Talons are notorious for The Talons use military ranks assigned based
brutality. When they enter a community, they on merit and experience. The ranking officers are
round up all suspects and question them by using captains and each commands a force of soldiers and
torture to extract confessions. Since such methods inquisitors. Spies and informants also help the Talons,
produce dubious results at best, the Talons operate though people of such low character, while useful, are
on false information. not pure enough to serve the Talons directly.
Members: The Talons recruit heavily from
commoners, using fear to cut ties to communities
Organization and bind them to the larger organization. Recruits
The Platinum Talons are extremists who serve
undergo indoctrination and religious training at
Bahamut, but pervert the Platinum Dragon’s teach-
temples allied with the Talons until ready to serve.
ings to serve their own agenda. They recognize no
authority but their own and if they find themselves
challenged, their opposition withers beneath their Personalities
scrutiny. Lands cleansed by the Talons are broken,
The Platinum Talons depend on two key figures.
burned, and cowed by their religious authority.
Leader: Josseth Crownblade founded the Plati-
num Talons and leads the extremists still. Those who Josseth Crownblade
doubt him find their misgivings dashed during his “Evil loathes pain.”
fiery sermons. He is a fervent believer in Bahamut
and maintains a strict lifestyle of abstention from Leader and general for the Platinum Talons, Josseth
worldly comforts and luxuries. Crownblade embodies the organization and its pur-
Headquarters: The Talons have holdings through pose in the world.
Nerath’s ruins. The crusaders claim squatter’s rights
on crumbling buildings by occupying old temples, An elderly man clad in white-enameled armor with a
keeps, and even fortified hamlets. Authority rests in snowy cloak hanging from his shoulders, he shows no
Crownblade’s hands. Currently, Josseth commands sign of infirmity despite his advanced years. Bright
his followers from an old orphanage burned during blue eyes f lick back and forth and where they land, they
the White Ruin’s invasion long ago. pierce the soul.
Hierarchy: The Talons look to Josseth Crown-
blade for their missions. Seven priests advise

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Deities & Demigods: Bahamut

Lore these lands for their own purposes. That, my son, Josseth Crownblade Level 18 Elite Soldier (Leader)
History DC 25 is your destiny. Linger not in these walls. Seek your Medium natural humanoid, human XP 4,000
future in the world as you always have.” Initiative +15 Senses Perception +8
The Platinum Talons’ spiritual and temporal leader Infectious Fervor aura 3; each ally within the aura gains a +2
was not always the righteous man he is today. Josseth The old man hobbled out the door, leaving Joss- bonus to saving throws.
spent his youth adventuring. Though he battled ter- eth to consider what he said. Josseth concluded he HP 346; Bloodied 173
should abandon his adventuring life and commit AC 33; Fortitude 29, Reflex 28, Will 31
rible monsters and thwarted countless plots, plunder
Saving Throws +2, +4 against charm and fear effects
and glory drove him. No matter how much treasure himself to cleanse the lands. He would find the evil
Speed 5
he hauled out from the ground, Josseth felt something and destroy it. Action Points 1
was missing. After defeating demon-worshipers in m Flail (standard; at-will)  Radiant, Weapon
+25 vs. AC; 1d10 + 7 damage plus 1d6 radiant damage.
the Underdark, he stood vigil in a Bahamut shrine Using Josseth Effect: The target is marked until the end of Josseth’s
hoping to find wisdom. Josseth is a talented warrior, but he is an aging one. In next turn.
Seven days he knelt and prayed, forgoing food R Worthy Sacrifice (immediate interrupt, when an ally within
place of skill, he uses righteous ferocity, and he uses
range drops to 0 hit points; at-will)
and sleep. At the end of the last day, an old man zeal in place of strength and battle prowess. Josseth Ranged 20; the triggering ally makes a basic attack as a
entered the temple, canaries perched on his shoul- inspires those who fight alongside him, becoming free action.
ders, chirping merrily. a holy icon to which his followers can draw their R Order’s Virtue (standard; recharge ⚅)  Charm
Ranged 5; +23 vs. Will; the target chooses to take 4d10 + 7
radiant damage or become dominated (save ends).
The Platinum Talons reveal their true colors in the excessive R Suffer Not the Infidel (minor 1/round; at-will)
Ranged 5; targets one ally; the target shifts 2 squares and
force they use and the innocent blood staining their hands. makes a basic attack as a free action.
C Brilliant Rebuke (free, when a creature marked by Josseth
makes an attack that does not include him as a target;
No stranger to Bahamut’s lore, Josseth knew he strength. With Josseth nearby, all doubts vanish, and at-will)  Radiant
stood in his god’s presence. He fell to his knees, not hurts fade to be replaced by unwavering devotion to Close burst 5; targets the triggering creature; +23 vs.
Will; 2d6 radiant damage, the target is dazed until it is no
daring to meet the old man’s eyes let alone touch his destroying wickedness.
longer marked, and each enemy adjacent to the target is
hem. The old man touched the adventurer, telling blinded until the end of Josseth’s next turn.
him to rise, yet Josseth would not. Bahamut asked Roleplaying C United We Stand (minor; encounter)
why he suffered, what he hoped to achieve by so Close burst 3; targets allies; Josseth pulls the target 1
Josseth is mad. His convictions blind him to rational square, and the target gains a +2 bonus to attack rolls and
much prayer and self-neglect. Josseth answered he all defenses until the end of Josseth’s next turn.
thought, and he weighs all decisions based on what-
wanted for wisdom and a purpose—a way to fill the Alignment Unaligned Languages Common
ever revelations strike him at the moment. For all he
hole in his heart. Skills Diplomacy +21, Intimidate +21, Religion +15
talks of righteous order, he can be unpredictable, and Str 16 (+12) Dex 18 (+13) Wis 9 (+8)
The old man answered, “Josseth, the purpose you
he draws strange conclusions where the facts would Con 21 (+14) Int 13 (+10) Cha 24 (+16)
seek lies not in a safe temple, but in the world around Equipment plate armor, heavy shield, flail
otherwise be clear. Josseth is also unapologetic: If a
you. It hides beneath each rock, in hearts darkened
thousand innocents die in pursuit of one corrupt soul,
by fear and hate, and in the tyrants who would use
their sacrifice, while great, is justified.

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Deities & Demigods: Bahamut

Josseth Tactics Roleplaying Salavar Tactics


Battle awakens Josseth’s wrath. The commander Salavar is a useful servant, but he lacks conviction. Salavar fights as directed. Without guidance, he
charges the closest foe, calling for his allies to follow. He has no faith in the gods, and he assesses the makes a charge attack, striking at the largest concen-
Once engaged, he presses the attack, using brilliant world in purely mortal terms. He doesn’t participate tration of enemy groupings. Once surrounded, he
rebuke and order’s virtue to force his opponents to see in religious debates. Instead, he sees the world in uses killing arc to rip apart his enemies. Salavar has
his purpose. He then manages the battle by urging his black and white, with any semblance of gray lumped little use for subtlety or tactics.
allies to attack with suffer not the infidel. in with the corrupted. He’s obedient to a fault and
never questions orders. He is a poor candidate for
Using the
Salavar Dag redeeming the Platinum Talons, but then this might

“I merely followed orders.”


be what Josseth wants. Platinum Talons
Salavar Dag Level 16 Brute The Platinum Talons are best used as paragon tier vil-
Salavar Dag is one of Josseth Crownblade’s most Medium natural humanoid, half-orc XP 1,400 lains. For adventurers just cresting the heroic tier, the
trusted followers. The commander grooms him to Initiative +12 Senses Perception +10; low-light vision
Talons might be allies or benefactors even for up-and-
take over when Josseth dies. HP 192; Bloodied 96
AC 28; Fortitude 31, Reflex 27, Will 25 coming heroes. The Platinum Talons reveal their true
Speed 6 (8 when charging) colors in the excessive force they use and the innocent
A hulking half-orc male with short blonde hair, plain m Great Axe (standard; at-will)  Weapon blood staining their hands. They demand fanatical
features, and cold blue eyes, this knight wears gleaming +19 vs. AC; 2d12 + 6 damage (crit 2d12 + 30).
C Killing Arc (standard; recharges when first bloodied or when service and tolerate no dissent from their servants.
plate armor and an azure cloak, plus he wields a wavy-
an enemy scores a critical hit against Salavar)  Weapon What were once staunch allies can become danger-
bladed bastard sword. Close burst 1; targets enemies; +19 vs. AC; 2d12 + 6 ous foes: The PCs must divide their attention to their
damage (crit 2d12 + 32). Effect: Salavar shifts 1 square and
shared enemy and the Platinum Talons’ excesses.
repeats the attack.
Lore Furious Assault (free, when Salavar hits an enemy; encounter)
Streetwise DC 20 The attack deals 1[W] extra damage if it’s a weapon attack
United Purpose (Low-Paragon)
Salavar Dag is the third heir apparent to Josseth’s or 1d8 extra damage if it isn’t.
Half-Orc Resilience (when first bloodied) The adventurers, settling in a large and powerful
mantle. After the first two fell in battle, Crown- Salavar gains 10 temporary hit points. city, cross paths with a Tiamat cult working behind
blade selected Dag not for his wit or ingenuity, but Obedient Servant
the scenes to subvert their city to their dark cause.
for his strength and willingness to do whatever Salavar Dag deals 1[W] extra damage on any melee basic
attack he makes granted by an ally. Blocked at every turn by ignorant obstruction-
he must. Salavar is a competent warrior. He is
Alignment Unaligned Languages Common, Giant ists, the adventurers have little luck in breaking
obedient and does as commanded no matter how Skills Endurance +16, Intimidate +10 through the bureaucracy to ferret out the villainy.
repellent the order. Str 26 (+16) Dex 18 (+12) Wis 15 (+10)
Con 22 (+14) Int 10 (+8) Cha 11 (+8) Luckily, they meet the Platinum Talons. With
Equipment plate armor, execution axe their aid, the adventurers uncover Tiamat’s hidden
Using Salavar temple and destroy the cult, thus saving the city
Salavar knows nothing about religion and secretly from the doom the cultists intended. As part of
regards any religious affiliation as a moral failing. their reward, the Talons invite the heroes into their
He’s a poor leader in combat, but his followers fight organization, so they can truly join forces against
just as hard for fear of what would happen if they dis- the greater threat Tiamat poses.
appointed him.

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Deities & Demigods: Bahamut

Tarnished Platinum (Mid-Paragon) about their mission. An ally within the society might through recruits at an alarming rate. Those who
Whether or not the PCs join the Talons, the orga- approach them, trying to reaffirm the party’s com- survive either become so jaded that the Talons’
nization’s holy purpose reveals its imperfections, mitment, but evidence uncovered should be too excesses are no longer objectionable or they go
fractures, and corrosion in their steely resolve in profound for even unaligned heroes to tolerate. In the mad with zeal, seeing the Josseth as a divine emis-
a manner that makes a PC believe the Talons are end, the Talons declare the PCs apostates and drive sary who can do no wrong.
somehow compromised. The character might hear them underground.
about outlying settlements burned to the ground, Brassbound
and commoners could blame the Talons in whispers. Lanced Corruption (High-Paragon)
The brassbound are zealots. They prove their
Investigation reveals a whole other side to the Talons. With the Platinum Talons opposing them, the adven- commitment to the Platinum Talons by dripping
Dark tales reveal torture, crusades, and murder. turers find themselves beset by their agents. No molten brass on their forearms. This act burns away
The Talons grow wise to the adventurers’ queries matter what good the heroes achieve, the Talons are their wickedness and symbolizes their commitment
and perceive their inquiries as reflecting doubts never far away to claim credit for their victories or to Crownblade.
to sabotage their efforts. When the PCs grow tired,
they can take on the Platinum Talons to destroy them Brassbound Level 16 Minion Skirmisher
or perhaps redeem them to serve a better purpose. Medium natural humanoid, human XP 350
Their efforts culminate in an attack against Josseth Initiative +15 Senses Perception +8
HP 1; a missed attack never damages a minion.
Crownblade. Facing the commander on his turf, the
AC 30; Fortitude 30, Reflex 28, Will 25
characters must battle through zealots, angels, and Speed 5
deluded servants to end the madman’s reign. If the m Longsword (standard; at-will) è Weapon
adventurers succeed, the organization’s future is in +21 vs. AC; 10 damage.
Aggressive Step (minor; at-will)
their hand. They might take charge, but they have to The brassbound shifts 1 square to a square adjacent to
contend with bitter elements working from within to an enemy.
weaken their control. Or, they might disband them Avenge Me! (when reduced to 0 hit points)
One adjacent ally makes a melee basic attack as a
altogether. This creates new enemies to harry them as
free action.
they move into the epic tier. Alignment Lawful good Languages Common
Str 24 (+15) Dex 21 (+13) Wis 11 (+8)
Con 19 (+12) Int 10 (+8) Cha 15 (+10)
Agents of the Equipment chainmail, light shield, longsword

Platinum Talons
Brassbound Tactics
The Platinum Talons draw people from all walks of Brassbound see every battle as a chance to prove
life and every background. Most see the organiza- their devotion. They charge into battle to engage
tion as a force for good in the world. The constant the closest foe.
war to which the organization subscribes chews

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Deities & Demigods: Bahamut

Iron Talon Cobalt Inquisitor Cobalt Inquisitor Tactics


The Platinum Talons employ interrogators to tease The Talons fear cobalt inquisitors and thus fight
The Talons burn or execute anyone they deem cor-
out the enemy’s secrets, but when they need to ques- harder when in their presence. The inquisitor holds
rupted, but the truly penitent might be spared if
tion a hard-to-crack subject, they call in a cobalt back, keeping its servants close to avoid hand-to-hand
properly cleansed.
inquisitor. Even the toughest and most willful pris- combat. As long as they remain protected, the cobalt
oners eventually break under the cobalt inquisitor’s inquisitors goad their warriors to attack and bend
Iron Talon Level 12 Soldier
Medium natural humanoid, tiefling XP 700 withering glare. their enemies to their wills.
Initiative +10 Senses Perception +7; low-light vision
HP 120; Bloodied 60
AC 28; Fortitude 25, Reflex 22, Will 25
Cobalt Inquisitor Level 14 Controller (Leader)
Medium immortal humanoid, deva XP 1,000
Copper Guard
Resist 15 fire The best warriors of the brassbound can climb in
Initiative +7 Senses Perception +11
Speed 6
HP 134; Bloodied 67 rank to join the copper guard. These warriors pro-
m Bastard Sword (standard; at-will)  Weapon
AC 26; Fortitude 25, Reflex 24, Will 27 (+1 to all defenses tect the inquisitors and accompany officers onto
+19 vs. AC (+20 vs. AC against a bloodied target);
against bloodied enemies)
1d10 + 5 damage.
Resist 10 necrotic, 10 radiant the battlefield.
C Righteous Challenge (minor; recharges when no creature is
Speed 6
marked by this power)
m Quarterstaff (standard; at-will) è Psychic, Weapon Copper Guard Level 15 Soldier
Close burst 1; targets one enemy; the target is marked
+19 vs. AC; 2d8 + 4 damage, and one enemy within 5 Medium natural humanoid, human XP 1,200
(save ends).
squares of the cobalt inquisitor other than the primary Initiative +14 Senses Perception +8
Brilliant Doom (free, when a creature marked by the iron talon
target takes 5 psychic damage. HP 148; Bloodied 74
shifts; at-will)  Fire, Radiant
R Holy Shackles (standard; recharges when the target makes a AC 31; Fortitude 28, Reflex 27, Will 25
The target takes 2d6 fire and radiant damage.
save to end this effect) è Charm, Psychic Resist see copper defense
Infernal Wrath (minor; encounter)
Ranged 10; +18 vs. Will; 1d10 + 6 psychic damage, and Speed 5
The iron talon gains a +1 power bonus to its next attack
the target is restrained (save ends). Each enemy that m Spear (standard; at-will) è Lightning, Weapon
roll against an enemy that hit it since the iron talon’s last
starts its turn adjacent to the target while the target is +22 vs. AC; 1d8 + 6 damage plus 1d6 lightning damage.
turn. If the attack hits and deals damage, the iron talon
restrained by this power is immobilized (save ends). Effect: The target is marked until the end of the copper
deals 5 extra damage.
R Inquisitor’s Query (minor; recharge ⚄ ⚅) è guard’s next turn.
Alignment Lawful good Languages Common, Draconic
Psychic, Radiant M Jolting Reminder (immediate interrupt, when a target
Skills Bluff +13, Stealth +8
Ranged 10; one immobilized creature; +18 vs. Will; the marked by the copper guard makes an attack that does not
Str 21 (+11) Dex 15 (+8) Wis 13 (+7)
target is dominated (save ends), and the immobilized include the copper guard; at-will) è Lightning
Con 16 (+9) Int 12 (+7) Cha 20 (+11)
condition ends. Miss: The target takes 10 psychic damage. Reach 2; +20 vs. Reflex; 1d8 + 6 lightning damage, and the
Equipment plate armor, heavy shield, bastard sword
C Divine Command (standard; at-will) target is pushed 2 squares.
Close burst 5; targets one ally or two minion allies the C Shocking Condemnation (standard; encounter) è Lightning
cobalt inquisitor can see; the target makes a basic attack Close burst 1; +20 vs. Reflex; 2d8 + 6 lightning damage,
Iron Talon Tactics as a free action. and the target is immobilized until the end of the copper
Iron talons emerge from their interrogations harder Memory of a Thousand Lifetimes (free, when the cobalt guard’s next turn.
and fiercer than they ever were when they walked in inquisitor makes an attack roll, a skill check, or an ability Copper Defense
check and dislikes the result; encounter) A copper guard gains resist 20 lightning when adjacent to
shadow. Rather than engage the enemy, iron talons The cobalt inquisitor adds 1d6 to the triggering roll. at least one other copper guard.
hold back to protect their allies. They form a wall to Alignment Unaligned Languages Common Alignment Unaligned Languages Common, Draconic
block all attackers. Skills History +15, Religion +15 Str 23 (+13) Dex 20 (+12) Wis 13 (+8)
Str 19 (+11) Dex 11 (+7) Wis 19 (+11) Con 20 (+12) Int 11 (+7) Cha 17 (+10)
Con 14 (+9) Int 16 (+10) Cha 22 (+13) Equipment plate armor, spear
Equipment chainmail, quarterstaff

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Deities & Demigods: Bahamut

Copper Guard Tactics Adamantine Vanguard Tactics


Copper guards work in pairs, keeping close to pin Nothing can stop the adamantine vanguard’s
down opponents long enough to knock them back approach. It marches forward, swinging its massive
with jolting reminder. sword to drive the enemy back. Even when damaged,
each one struggles back to its feet, recovering to press
Adamantine Sentinel on with the attack.

Ten years ago, Josseth Crownblade uncovered a


vault holding fifty warforged held in stasis. When Encounters and Allies
he entered the room, the magic failed and the living The Platinum Talons form into tight-knit units
constructs awakened. Crownblade recruited them formed from devoted members. Sometimes they
to his organization, and now he uses them as his use creatures from outside the organization, such
personal guard. as angels and dragons, but these alliances are
uncommon at best.
Adamantine Vanguard Level 17 Brute
Medium natural humanoid (living construct), XP 1,600 Level 11 Encounter (XP 3,400)
warforged
Initiative +13 Senses Perception +11 è 2 iron talons (level 12 soldier)
HP 201; Bloodied 100 è 1 young gold dragon (level 9 solo controller;
AC 30; Fortitude 31, Reflex 29, Will 27 Monster Manual® 2, page 80)
Saving Throws +2 against ongoing damage
Speed 6
m Fullblade (standard; at-will) è Weapon Level 15 Encounter (XP 6,200)
+20 vs. AC; 2d12 + 7 damage (crit 2d12 + 31). è 4 brassbound (level 16 minion skirmisher)
M Unrelenting Offense (standard; at-will) è Weapon
è 1 cobalt inquisitor (level 14 controller)
+20 vs. AC; 2d12 + 7 damage (crit 2d12 + 31), the target is
pushed 1 square, and the adamantine vanguard shifts into è 2 copper guard (level 15 soldier)
the space the target vacated. è Salavar Dag (level 16 brute)
Inexorable Advance (move; at-will)
The adamantine vanguard pushes an adjacent creature 1
Level 18 Encounter (XP 10,000)
square and shifts 1 square into the space the target vacated.
Warforged Resolve (minor; encounter) è Healing è 3 adamantine vanguards (level 17 brute)
The adamantine vanguard gains 11 temporary hit points è 1 angel of battle (level 15 skirmisher; Monster
and can make a saving throw against an ongoing damage
Manual, page 14)
effect. If it uses this power while bloodied, it also regains
11 hit points. è Josseth Crownblade (level 18 elite soldier)
Alignment Unaligned Languages Common
Skills Endurance +15, Intimidate +10 About the Author
Str 24 (+15) Dex 21 (+13) Wis 16 (+11) Robert J. Schwalb is a freelance game designer with numer-
Con 21 (+13) Int 8 (+7) Cha 11 (+8) ous design and development credits to his name. You’ll find
Equipment plate armor, fullblade his most recent work in DraconomiconTM : Metallic Dragons,
Primal Power TM , Dragon® Magazine Annual 2009, and Adven-
turer’s VaultTM 2. Robert lives in Tennessee.

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Playing
Githzerai
By Chris Sims
Illustrations by Brandon Leach

“When a mind does not know itself, it is


flawed. When a mind is flawed, its bearer
is flawed. When the bearer is flawed,
that which the bearer touches is flawed. It
is said that what a flawed one sees, that
one’s hands make broken. Gith is such a
one. Instead of following her way, remem-
ber that strength lies in knowing oneself.
In knowing yourself, your true center, you
shall endure and grow stronger.”

~Zerthimon

Githzerai have a mysterious past and an enigmatic


existence. Few know the truth about these taciturn
folk. What follows is a record of the most common
legends of the githzerai race, and the closest approxi-
mation of the truth a non-githzerai is likely to ever
know.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
79
Playing Githzerai

Origin named Gith rose among the ranks of the rebels, and The battles ended with both sides so crippled
Long after the Dawn War, but before the great she became the final catalyst for all-out rebellion. that they retreated far from one another to recuper-
empires of known history dominated their regions, The war that followed was long and bloody. With ate. The githyanki—or “children of Gith” in Deep
mind flayers ruled a great dominion in the each battle, more slaves joined the ranks of the rebels Speech—departed for the Astral Sea with their queen.
Underdark. They consumed or enslaved all other and more mind flayers were slain. Eventually, none Zerthimon perished in the fighting on the world,
humanoids within their reach. With their foul of the forerunners remained enslaved—all had won but his followers, the githzerai—or “those who spurn
powers, they created innumerable monsters, some of their freedom or died at the hands of their fearful Gith”—remained there, listening to their inner voices
which still trouble the world today. overseers. and the primal spirits.
In time, they acquired or created a caste of Seemingly unsatisfied with mere freedom, Gith Githzerai still maintain holdings in the world,
humanoid slaves to live among them as servants and then began a pogrom to wipe out all mind flayers, more so than the githyanki. Eventually, however,
expendable warriors. Who or what these humanoids their servants, and any of the free forerunners who large numbers of them left the world for the Elemen-
were before they came under the sway of the illithids opposed her. Her ambition knew no bounds, as she tal Chaos. They did so to gain distance from the
is lost to history. It is likely that the mind flayers, at then planned to turn her armies toward the conquest githyanki and, as Zerthimon had taught, to better
the zenith of their power, created these folk from a of the world and the planes beyond. Rather than know themselves in the face of adversity.
combination of humanoid creatures and unclean Far allow her people a moment to enjoy their hard-won
Realm forces. freedom, to explore what they were and what they Current Affairs
Githyanki and githzerai issue from these folk, could become in peace, she planned an unceasing
Common threads unite githzerai, but disparate
whom they refer to as “the forerunners.” The slaves war.
groups maintain autonomous settlements. Each
suffered untold horrors at the tentacles of their mas- A philosopher named Zerthimon rose to oppose
fortress, monastery, or settlement has githzerai con-
ters. The most common was the constant fear of being Gith. He did so at first with words, teaching that
nected by family and traditional lines, such as a
selected as a meal, an experimental subject, or a sac- Gith’s crusade simply led the forerunners into yet
school of philosophy or monastic practice. Worthies
rifice to some alien monstrosity. Prudently, the mind another form of bondage. In her rage and warmon-
referred to as “elders” guide the development and
flayers initially kept their slave populations small gering, he claimed, Gith proved she was unfit to
tasks in each locale, using wisdom rather than strict
enough to easily control. lead. To follow her was to follow yet another tyrant
laws to mete out justice and do what is best for indi-
As is the way with those who rule secure holdings into a hopeless cycle of destruction. Zerthimon
viduals and the group. An elder might, in fact, be
for too long, however, the illithids grew complacent in preached that the mind flayers were beaten beyond
quite young, but he or she must be a proven pillar of
their supremacy. Desiring more time to pursue their hope of recovery. He said that the forerunners really
the community before being granted the title.
alien ways, as well as more servants and ready food, needed to retreat into introspection—to learn about
A given circle of elders, as an assembly of elders
the mind flayers paid less and less attention to their themselves so they could grow in unity, wisdom, and
is called, keeps in contact with other githzerai settle-
culling practices. The forerunners grew in numbers, strength.
ments to facilitate dealing with large-scale threats.
until they easily outnumbered their overlords. Zerthimon was influential, but Gith saw him as
Zerthimon’s respected teachings serve to keep most
Meanwhile, the slaves developed secret powers a threat to her rule. Instead of tolerating dissent and
githzerai on at least similar philosophical ground.
and subversive cabals. The forerunners nursed their accepting debate, she proved Zerthimon right. Civil
The concept of the circle of elders is ancient, based
hatred of their masters and longed to be free. They war erupted between those who supported Gith and
on Zerthimon’s fellow philosophers, among whom he
spoke furtively of revolt, and more than once, a brave those who followed the teachings of Zerthimon.
was the most vocal.
few tried to rebel and failed. Then, a warrior woman

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Since ancient times, all githzerai have also main-


tained a common vigil against the influence of the
Far Realm on the world and the planes. They watch Githzerai in Your Campaign
their estranged kin, the githyanki, for any sign of It might seem like githzerai are willing outsiders, the enslavers. Another option is that githzerai are
unacceptable advancement. In both cases, githzerai largely insular and hard to pull into an existing simply descendants of another race—elves, per-
move, without committing to full-scale war, to oppose Dungeons & Dragons® campaign world. The isola- haps—who rejected the world for a life of constant
any tip in the balance of power. They still consider tion githzerai choose for their settlements actually tribulation in the wilderness and Elemental Chaos.
gives you an easy inroad to including them in a Their physical alterations might be the effects of
mind flayers to be sworn enemies, and they pitilessly
campaign. If a githzerai monastery, outpost, or long-term exposure to the spirits and elements. It
thwart the violent machinations of the githyanki. fortress happens to exist in a tract of wilderness, is even possible that githzerai are simply native to
Although this behavior is often attributed to it’s entirely possible that only the githzerai know the Elemental Chaos and have moved to the world
hatred, this is a gross oversimplification. Githzerai of it. As planar travelers, the githzerai might also in small numbers.
strive, with limited resources and a measure of be recent arrivals in the area.
fanaticism, to make sure their adversaries never A hidden githzerai cloister can be the origin Githzerai in the
gain a serious advantage that could lead again to the point for a githzerai PC as easily as any known Forgotten Realms
enslavement or harm of the githzerai as a people. githzerai holding on your world map. Furthermore,
Githzerai in the Forgotten Realms® campaign
such a locale is a useful point of light in what could
They do so for a variety of obvious reasons, many setting reside in the Elemental Chaos and remote
be a hostile region. Githzerai are slow to trust, but
among them good. The apparent intolerance githz- locations in the world and planes. In Warrior’s
they aren’t cruel enough to leave those in need
erai have for their enemies is also attributable to a Rest, the dominion of Tempus, the githzerai keep
to the elements. Larger githzerai settlements can
a sizeable fortress and numerous monasteries to
proactive and preemptive mindset among the consci- even be doorways to the planes, especially the
better learn various methods of combat and test
entious githzerai. Although githzerai can and do hate, Elemental Chaos.
their mettle against the warring dead. Githzerai
such emotion is a flaw of the mind that Gith suffered Each githzerai seeks personal perfection, which
outposts are more common in the Underdark,
from, according to Zerthimon, and most strive to can be accomplished only through meditation,
particularly in Old Shanatar, near githyanki or mind
purge themselves of this emotion. study, and action in the world. Githzerai also have
flayer holdings. A particularly large and secret hold,
natural enemies in aberrant creatures, githyanki,
Karokrath, stands in the badlands of Xian, keep-
and any other destructive creature that threatens
ing watch on the mind flayer city of Oryndoll 26
githzerai safety. Githzerai have the same reasons,
miles under the wilderness between Nathlan and
and more, to venture from their holds, at least in
the Vilhon Wilds. It also sends scouts and spies to
small numbers, that any other race has.
monitor the githyanki citadel of Gatchorof under
Alternatives to the official take on githzerai
the Snowflake Mountains. The elders of Karokrath
are also possible. Githzerai could be examples
are working on a plan to initiate open battle,
of what happens to the rare mortal humanoid
which they can capitalize on, between Oryndoll
who is touched by the Far Realm but comes out
and Gatchorof. Closer to the heart of civiliza-
of the experience fortified instead of corrupted.
tion, in Waterdeep a cabal of githzerai resides in
Githyanki and/or githzerai might still be once-
Mistshore, apparently descended from those who
human (or another race) slaves of the mind flayers
rooted out a cruel githzerai assassin lord in Skull-
or some other evil, debasing force. Free githzerai
port long ago.
are then rebels who help other humanoids oppose

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Githzerai in Eberron
In the Eberron® campaign setting, the story
of the folk that would become githzerai and
githyanki is much the same. They were slaves
to mind flayers from Xoriat and, indirectly,
their masters the daelkyr. History has disparate
tales—some say that illithids simply created
these races, while others claim the mind flay-
ers’ slaves were altered hobgoblins or humans.
Chronicles agree that githyanki were members
of the laborer and warrior slave castes. Githz-
erai were personal servants, bodyguards, and
artisans. When the Gatekeepers cut Xoriat’s
ties to the world, throwing the mind flayers into
disarray, the illithids’ slaves rebelled. The gained
freedom, but found their previous differences in
caste an insurmountable obstacle to peaceful
coexistence. Githyanki moved to the Astral Sea,
and githzerai to the Elemental Chaos—Kythri in
particular.
Within the world, githzerai have numer-
ous holds in the Shadow Marches, where they
Religion
are allies of the Gatekeepers. They also keep Those who know of githzerai and their culture might such as deities existed, beyond the transcendent Far
outposts in the Byeshk Mountains of Droaam, characterize them as an atheistic people. It is true Realm horrors of which the mind flayers whispered.
the Endworld Mountains of Q’barra, and the that githzerai have no unanimous religion. Their When githzerai won free of the illithids, however,
Icetop Mountains of Karrnath. The githzerai settlements rarely have more than a simple public they soon after became aware of the gods.
monastery of Zuokelled stands in the Seawall
shrine dedicated to meditation rather than one or Early githzerai did not reject the gods so much
Mountains within sight of the dead-gray mist
more deities. However, githzerai eschew public reli- as wait, listen, and watch. Githzerai trust must be
of the Mournland. Githzerai settlements are
hidden in Xen’drik, keeping watch on githyanki gious displays because they consider religion wholly earned, even if one is a deity. Further, the githzerai
city-states there. The githzerai also have holds in personal. who migrated to the Elemental Chaos were far
Adar, which has prominent connections to the If any tradition can be ascribed to the githzerai, removed from the Astral Sea and its deities. As the
Elemental Chaos, and remote parts of Riedra, it must be that they do not revere the gods. During githzerai formed a society based on personal merit
where they eye the Inspired with great suspicion. their long enslavement, the only “superior” beings and responsibility, religion naturally took its place as
they knew of—indeed, that they were allowed to know an individual choice. Those with divine revelation
of—were their mind flayer masters. Although a few spread the word, forming small sects dedicated to
visionaries had deific inspiration during this time, deities that reflected the githzerai tendencies toward
most of the slaves had no reason to suspect beings self-reflection, knowledge, and personal betterment.

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Deities Spirits
In selecting patron deities, githzerai resist extremes. Githzerai respect their ancestors, and they esteem
Zerths
Individuals and small groups favor Ioun, Kord, and the spirits around them. This latter point is especially
true in worldly githzerai holdings. Such settlements Within githzerai culture, zerths are those who
Erathis, since these deities best represent githzerai
mix arcane arts with other skills and powers—
ideals. Among these, Ioun is most respected, with are usually located in rugged and remote places, and
particularly martial or psionic ones. These
Kord a close second. Githzerai value arcane magic, each has a place that honors deceased githzerai.
githzerai follow the example of Zerthimon, even
and they see Ioun as its true patron, avoiding Corel- While meditating in hidden glades or other places if they do so unintentionally. Any githzerai who
lon’s fey passions. Kord is the ideal githzerai battle of pristine natural beauty, or even in ancient githzerai multiclasses or hybrids an arcane class with a
god, reflecting the roiling of the Elemental Chaos in shrines, numerous githzerai hear the whispers of non-arcane class can claim the honorific “zerth.”
his fiery spirit. He encourages his followers to use the primal spirits, ancestral or otherwise. Some take However, it is considered presumptuous to do so
personal judgment rather than arbitrary moral codes more than inspiration from this communion. They until other githzerai, other zerths especially, have
tap into the primal power of the world to become recognized a would-be zerth’s prowess. Such
to determine courses of action. Erathis represents
recognition rarely occurs before a githzerai has
the taming of chaos, much like the internal githzerai better instruments for self-exploration and the
proven him or herself worthy with success on a
struggle, as well as the efforts of a united people. defense of their people.
few challenging ventures.
More githzerai respect Ioun’s exarch Zuoken than Among the githzerai, Zerthimon is considered to Among githzerai, zerths are the philosophical
actually worship Ioun or any other deity. Zuoken be the greatest of the departed ancestors. Those who offspring of Zerthimon. For this reason, most
was once a powerful human monk and psionicist. evoke the spirits or divine power use Zerthimon’s zerths pay at least some honor to Zerthimon.
He gained perfect harmony of body, mind, and spirit name often for guidance and inspiration. Githzerai Some githzerai, zerths and otherwise, believe
through knowledge, meditation, skill, and decisive legend holds that Zerthimon meditates forever within that when Zerthimon returns the zerths will be
the realm of the spirits, marshalling his people his preferred assistants.
action. In so doing, he attained immortality, some-
thing members of many races strive to achieve. Part toward greatness with his visions. Some say he might
of Zuoken’s philosophy is to transcend material return one day, in the form of a mighty spirit, to lead
appearances and attachments. the githzerai.
“My humanity is as immaterial to the Way as my
gender or my nationality,” says Zuoken, according to
writings. This philosophy gives githzerai a point of
departure for dealing and working with other peoples
when their isolationist tendencies might otherwise
hinder such interactions. Because those who admire
Zuoken can be found among many races and cul-
tures, the githzerai respect for Zuoken often gives
them common ground among these groups.

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Backgrounds to see her teachings as embodiments of all the other Feats


philosophies he learned. To Janin, Zerthimon’s phi- Githzerai study techniques that involve mental tough-
A githzerai character can choose one or both of these
losophy of knowing oneself, seeking the truest and ness, adaptive movement, and internal harmony. The
background elements.
most valuable knowledge, seemed directly inspired feats in this section reflect this way of life. They also
Primal Cloister: The githzerai settlement you
by Ioun. Janin left the monastic life to take up the offer ways to enhance a variety of githzerai character
grew up in was located in an unblemished wilder-
mantle of Ioun’s avenger, making sure none are concepts.
ness where the primal spirits were strong and vocal.
denied true knowledge and the freedom it offers. He
Primal power was common among your elders, and
hopes to one day hold discourse with Zuoken as an
honor for githzerai ancestors was plentiful. Although
equal of the great master in Ioun’s astral dominion.
Heroic Tier Feats
you no longer live in this place since you set out on These feats are available to any githzerai character
Markha is a githzerai druid who ferrets out
your adventures, how did it influence your life? Do who meets the prerequisites.
and destroys aberrant creatures in the world and
you dislike civilization, or do you see it as another
the planes. When she was young, she lived in the
of nature’s expressions? How do you now regard the
spirits? Do you expect others to do the same?
Elemental Chaos in Zerthadlun. Her parents main- Avenger’s Fortunes
tained portals in the great githzerai city, connecting Prerequisite: Githzerai, avenger
Associated Skills: Nature, Endurance
far-flung gith outposts to the center of githzerai civi- Benefit: Whenever you spend a healing surge,
Otherworldly Victim: Once, you had a home in
lization. From one of these, Markha heard whispers you can shift 1 square as a free action. If you have an
a secure githzerai monastery or fort, but something
that tugged at a place deep in her heart. As a child, oath of enmity target, this shift must take you closer to
brought the attention of hostile aberrant or elemental
she had no fear and went trough the gate before or into a square adjacent to that target.
creatures to your doorstep. Was your home destroyed,
she could be stopped. On the other side, she found
or were you exiled because of suspected involvement
an elderly githzerai who gazed at her with placid
in the incursion? How did you survive the raid and Covenant Shifting
eyes. Markha saw the spirits that danced and played
the aftermath? Are you hunted even now? How do Prerequisite: Githzerai, invoker
around the ancient one, but before she could speak,
feel about those who invaded your home and those Benefit: When you push, pull, or slide a target
the old githzerai struck her down with his staff. In
you might have left behind or lost? with a divine power, you can add 1 square to that
anger, she instinctively drew on the power of the
Associated Skills: Dungeoneering, Stealth forced movement.
world and summoned serpentine spirits, transformed
into a sleek, drakelike creature, and leapt. The old
Adventurers one—whom she would come to know as Vann as her Fortune’s Predator
Two sample githzerai adventurers are described druid training proceeded—easily deflected her attack Prerequisite: Githzerai, druid, Primal Predator
below. and said, “Welcome, little Markha. I had hoped you’d class feature
Janin grew up in a monastery in the world. There, hear the whispers of the spirits sooner. But it seems Benefit: When you use wild shape to change from
he learned the teachings of Zerthimon and Zuoken, they did not lie about you. Let us not dwell on your your beast form to your humanoid form, you can shift
the ways of his people, and the precepts of Ioun and tardiness, and let your initiation into the ways of the 2 squares instead of 1.
Kord. An able-bodied youth, he dedicated his mind spirits begin.”
to knowledge and his body to combat, tempering his
soul with genuine piety. As he honed his skills, he
became more and more devoted to Ioun. He came

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Githzerai Beast Mastery


Prerequisite: Githzerai, Beast Mastery class
feature
Benefit: Your beast companion gains a +2 bonus
to saving throws against the dazed, dominated, and
stunned conditions. When you use your second wind,
your beast companion can shift 3 squares as a free
action.

Githzerai Blade Master


Prerequisite: Githzerai
Benefit: You gain proficiency with all military
heavy blades, as well as the bastard sword and the
fullblade. Additionally, you gain a +2 feat bonus
to damage rolls with these weapons. This bonus
increases to +3 at 11th level and +4 at 21st level.

Marked Fortunes
Prerequisite: Githzerai, defender role
Benefit: When you use Shifting Fortunes to shift,
you can mark each enemy adjacent to you at the end
of your shift. Iron Riposte Marked With Iron
Prerequisite: Githzerai, iron mind racial power, Prerequisite: Githzerai, iron mind racial power,
Iron Retreat rogue Wis 13, defender role
Prerequisite: Githzerai, iron mind racial power, Benefit: When you use iron mind, you gain combat Benefit: When you use iron mind, targets marked
controller role advantage against the triggering attacker until the by you take an additional penalty to attack rolls equal
Benefit: When you use iron mind, you can shift 2 end of your next turn. to your Wisdom modifier for any attack that doesn’t
squares after the action that triggered it is resolved include you as a target. This penalty lasts until the
and, until the end of your next turn, you can shift 1 end of your next turn.
square as a free action each time an enemy hits you
with an attack. Shifting Spirit
Prerequisite: Githzerai, shaman
Benefit: Whenever you shift, your spirit compan-
ion can shift the same number of squares.

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Paragon Tier Feats Zuoken’s Centering Paragon Path


These feats are available to any githzerai character of Prerequisite: 11th level, Wis 15, monk A githzerai who chooses to master his or her internal
11th level or higher who meets the prerequisites. Benefit: Your hit points and number of healing world might become a storvakal.
surges are based on your Wisdom instead of Constitu-
tion. When you must make a Strength check, you can
Energy Transference
use Wisdom instead, and your Athletics checks are
Storvakal
Prerequisite: 11th level, githzerai, iron mind racial “My inner harmony puts the outer world at my service.”
based on your Wisdom modifier.
power
Benefit: When you use iron mind, you gain resist Prerequisite: Githzerai
5 against any damage types dealt by the triggering
Epic Tier Feats
attack until the end of your next turn. At 21st level, These feats are available to any githzerai character of Githzerai strive for inner harmony, a blending of
this resistance increases to 10. 21st level or higher who meets the prerequisites. physical capacities, knowledge, and strength of the
soul. They use a variety of methods to acquire this
Energy Transmutation enlightenment. Among these is a cycle of quieting the
Githzerai Healer
Prerequisite: 21st level, githzerai, iron mind racial mind and then returning to physical activity.
Prerequisite: 11th level, githzerai
power A major aspect of the process is meditation. When
Benefit: Whenever you use a healing power, each
Benefit: When you use iron mind triggered by the mind is allowed to naturally become still in medi-
target of that power can make a saving throw with a
an attack that has a damage type keyword, you can tation, it transcends normal mental boundaries and
+2 bonus against an effect that includes dazed, domi-
choose cold, fire, lightning, psychic, radiant, or thun- leaves the ego behind for blissful silence. Githzerai
nated, or stunned.
der. Until the end of your next turn, any attack you refer to tapping this transcendent silence as “know-
make can deal damage of the chosen type in place of ing oneself.” To them, this is like allowing a field to
Githzerai Mobility remain fallow for a season, allowing it to retain and
any other damage type.
Prerequisite: 11th level, Wis 13, githzerai build up the nutrients it would otherwise give away.
Benefit: You gain a bonus to all defenses against Returning to physical responsibilities and focused
opportunity attacks equal to 1 + your Wisdom
Ironclad Oath training plants seeds in the healthier soil. The body
modifier. Prerequisite: 21st level, githzerai, avenger, iron grows more in tune with the mind and the soul.
mind racial power Because it is nurtured in all aspects, the whole organ-
Benefit: When you use iron mind, you gain combat ism grows stronger.
Tempered Iron Mind
advantage and a bonus to damage rolls equal to your Work and rest in such cycles bears fruit for the
Prerequisite: 11th level, githzerai Dexterity modifier against your oath of enmity target devotee in greater skill, greater peace of mind, and
Benefit: Your iron mind racial power is a free until the end of your next turn. greater accord with the outer world. It is this con-
action and can be triggered even if an attack misses
nection of inner self and outer world that storvakals
you.
attempt to master. The storvakal has reached a
milestone of personal development such that he or
she can command nearby forces and expect a posi-
tive response. The storvakal’s personal being also

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Playing Githzerai

responds to adversity more like water flowing around Storvakal Powers Excoriating Strands Storvakal Attack 20
a hammer than a stone struck by the same instru- Tapping into your knowledge of balance, and tapping into
ment. Githzerai refer to this state of being as “support Probability Travel Storvakal Attack 11 insecurities, you unleash coruscating arcs of brilliant energy
of nature,” which garners any githzerai who has it that strip your foes of their most reliable defenses.
You see all the possibilities and choose one, and the minds of
great respect. your enemies reel from the sudden changes. Daily ✦ Psionic, Psychic
Standard Action Close burst 2
Such harmony and respect is yours, for your dedi- Encounter ✦ Psionic, Psychic
Target: Each enemy in burst
cation has placed you on the path of the storvakal. Standard Action Close blast 5
Attack: Your highest ability modifier + 6 vs. Fortitude
Target: Each enemy in burst
Your serenity mixes with your formidable powers to Attack: Your highest ability modifier + 4 vs. Will
Hit: 3d10 + your highest ability modifier psychic damage, and
defend you and give you focus, as well as to support the target loses all resistances and immunities (save ends).
Level 21: Your highest ability modifier + 6 vs. Will
This damage ignores resist psychic and insubstantial.
your allies. Adversaries mistake your lack of histri- Hit: 3d10 + your highest ability modifier psychic damage, and
Aftereffect: The target loses all resistances and immunities
you teleport the target a number of squares equal to 1 +
onics for weakness at their peril. Your calm is that (save ends).
your Wisdom modifier.
of the alpine lake, deep and inscrutable. Their own Miss: Half damage, and the target loses all resistances and
Effect: Each ally in the area can teleport a number of squares
immunities (save ends). This damage ignores resist psychic
emotions and lack of commitment give you inroads to equal to your Wisdom modifier.
and insubstantial.
manipulate and defeat them.
From now on, the world around you will reorder Wind of Reprisal Storvakal Utility 12
itself to your needs in ways small and great. Minor Riding a psychic connection created from your enemy’s wrath,
you teleport closer to your attacker and send a projectile in-
fortunate events that seem like luck to others will About the Author
tended for you at another target.
prove your inner and outer accord. The limit to this Chris Sims coexists with the slaads and ventures to the
Daily ✦ Psionic world to war on the githyanki. His vendetta is curious, since
support of nature is yours to determine with your Immediate Interrupt Personal he, like the githyanki, was released from mind flayer bond-
dedication and deeds. As it grows, so shall your ability Trigger: An enemy misses you with a ranged attack age under the leadership of Gith. Yet the war is vicious and
to accomplish anything toward which you bend your Effect: The attacking creature rerolls the attack against a long enduring. Chris is slightly weaker than githyanki, but his
creature of your choice within 5 squares of you. You then versatility as a member of the D&D Insider team and a D&D
will. teleport up to 5 squares plus a number of squares equal designer appears to compensate. He shares a secret monastic
to your Wisdom modifier, as long as you arrive in a square fortress with his wife in the primal wilds of the Seattle exurb
within 5 squares of the triggering enemy. of Covington.
Storvakal Features
Restoring Action (11th level): When you spend
an action point to take an extra action, you can roll
a saving throw against each effect on you that a save
can end.
Rebalanced Mind (11th level): Reduce the
total penalty you are taking to your attack rolls, skill
checks, or ability checks by 2.
Mind Bar (16th level): You gain a +2 bonus to all
defenses against charm, fear, and psychic attacks.

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Explore
Airspur : A gents and E nemies
By Brian Cortijo
illustration by David Hammond and
Shane Watson – Empty Room Studio
cartagraphy by Sean Macdonald

All manner of interesting folk fill the streets


and motes of Airspur. Among these folk are
the genasi, and a myriad other races wan-
der the roads and flying bridges of the city
as well, if in lesser numbers. As with any
city, one can find soldiers and merchants,
criminals and adventurers. No matter
how experienced a party of heroes might
be when they first encounter the wondrous
capital of Akanûl, the PCs can find adven-
ture in Airspur if they look for it.

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
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This article references locations on the Airspur Whatever the truth of his origins, Chevesh now
city map. See “Airspur: Brightest of the Fallen Stars” spends his days in his laboratory, experimenting with
in Dragon® #377 for more information about the city. magic beyond even his understanding. Long fascinated
with genasi and their connection to elemental forces,
Chevesh Level 15 Elite Artillery Chevesh has tried several times—and failed—to develop
Medium natural humanoid (fire), human XP 2,400
rituals that will transform him fully into a member
Initiative +8 Senses Perception +10
HP 228; Bloodied 114 of that race. Some of these attempts have resulted in
AC 27; Fortitude 25; Reflex 28; Will 28 “improvements” to his form, but he has reached the
Resist 15 fire
point where testing new magic has become dangerous.
Saving Throws +2
Speed 6 As a result, he secretly obtains nongenasi inmates from
Action Points 1 the nearby prison as “volunteers” for his experiments.
m Flame Dagger (standard; at-will) è Fire, Weapon Among the organizations within Akanûl, Chevesh
+20 vs. AC; 1d4 + 4 damage plus 2d8 fire damage.
r Flame Missile (standard; at-will) è Fire, Implement
has concern only for the Firestorm Cabal, whose
Ranged 20; +20 vs. Reflex; 3d4 + 7 fire damage. investigations into plaguechanged creatures comes
R Missile Flurry (standard; at-will) dangerously close to interfering with his own research.
Chevesh makes two flame missile attacks.
C Lances of Flame (standard; recharge 5 6)
Close blast 5; targets enemies; +18 vs. Reflex; 4d6 + 6 fire Tactics
damage, and Chevesh pushes the target 4 squares.
C Prismatic Beams (standard; encounter) è Fire, Poison
Chevesh’s insanity in no way hampers his effectiveness in
Close burst 5; targets enemies; +18 vs. Fortitude; 2d6 + combat. When threatened, he opens an encounter with
7 poison damage, and ongoing 5 poison damage (save missile flurry. He reserves his prismatic beams for a moment
ends). Effect: Chevesh makes a secondary attack. Secondary
when he can affect the maximum number of targets.
Attack: Close burst 5; targets enemies; +18 vs. Reflex; 2d6
+ 7 fire damage, and ongoing 5 fire damage (save ends).
Body of Flame (free when a creature hits Chevesh with a melee Encounter Group
attack; at-will)
The triggering creature takes 10 fire damage. Although Chevesh works alone, he contacts creatures
Blur (minor; encounter) è Illusion
Enemies 5 or more squares away from Chevesh cannot see
Chevesh, Flame Mage with a connection to fire, and others might find him
during one of his negotiations with such creatures.
him. Sustain Minor: The effect persists. Nestled among the buildings on the southern cliff-
Displacement (immediate interrupt, when an attack hits shore of the city is the home of Chevesh, a wandering
Chevesh; encounter) è Illusion Level 15 Encounter (XP 6,500)
(and more than slightly insane) fire mage who settled
The attacker must reroll the attack. è Chevesh (level 15 elite artillery)
Alignment Chaotic evil Languages Abyssal, Common, in Airspur nearly a decade ago. Rumors fly that he is
è 2 azer footsoldiers (level 14 soldier; Monster
Primordial centuries old, and these tales detail different sources
Skills Arcana +18, Dungeoneering +15 Manual, page 22)
for his madness: Some believe he was driven mad
Str 14 (+9) Dex 12 (+8) Wis 16 (+10) è 1 azer taskmaster (level 16 controller; Monster
Con 18 (+11) Int 22 (+13) Cha 13 (+8) by the Spellplague, while others whisper that he
Manual, page 23)
Equipment dagger, wand was among those unfortunate humans that was not
è 2 azer warriors (level 16 minion; Monster Manual,
revealed to be a genasi when Calimshan fell into its
page 22)
ages old civil war.

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is truly human. Although Prince Rivalen has offered


to transform him into a shadar-kai, the swordmage
Hook: Introducing
has politely declined, preferring to wait until he has
Chevesh earned the elevated status of a true shade, and is
To help you introduce a reclusive mage such as invited to learn the secrets of the Netherese umbriri
Chevesh as a villain in your campaign, we have a (Forgotten R ealms® Player’s Guide, page 67).
few hooks below that might assist you.
è The PCs track a shipment of prison- Tactics
ers, exotic ritual components, or residuum to
Despite his formidable combat abilities, Naibur pre-
Chevesh’s home.
fers to strike in ambush, taking his targets by surprise
è The PCs encounter an escaped test subject
running from Chevesh’s laboratory, screaming and eliminating the opportunity for them to plan a
in agony before being consumed by flame from counterassault. Once he engages his foes, the sword-
within her. mage attempts to set up flanking opportunities for his
è An enemy that the PCs slew in a previous allies, while maintaining the mark from his aegis of
encounter turns out to be a former subject that ensnarement on the nearest defender among the PCs.
Chevesh was observing. Chevesh trails and con- If the combat becomes tense, or his allies fail to take
fronts the PCs about their interference.
advantage of his maneuvering, Naibur uses his shad-
è The Firestorm Cabal reaches out to the
owstride to leave the thick of combat, escaping if he
PCs, pointing out Chevesh as a threat that must
be eliminated—but with which the Cabal is not feels that the situation can’t be salvaged.
equipped to deal.
Encounter Group
Naibur Tinok, Servant of As the leader of the small cadre of Netherese agents
Shadow inside Airspur, Naibur can expect to call on them in
The savagely enthusiastic swordmage called Naibur times of conflict. Although he prefers to work alone, the
Tinok is the leader of a small group of Netherese agents capable swordmage is more than willing to accept the
within Airspur. Their duties are separate from those help of other servants of Netheril should the need arise.
agents that directly operate from the embassy. While the
official servants of Netheril work to advance trade and Level 8 Encounter (XP 1,750)
diplomatic relations within Akanûl, Tinok and his band è Naibur Tinok (level 7 elite soldier)
operate in the shadows, looking to eliminate potential è 1 shadar-kai chainfighter (level 6 skirmisher; Mon-
threats to Netherese interests among the genasi. ster Manual, page 230)
More than anything, Tinok craves transformation è 1 shadar-kai gloomblade (level 6 lurker; Monster
into a shade in Netheril’s service. Naturally pale, he Manual, page 230)
dyes his hair black and dresses in dark hues, emulat- è 1 shadar-kai warrior (level 8 soldier; Monster
ing the style and mannerisms of the shadar-kai—so Manual, page 231)
much so that many observers cannot tell that Naibur è 1 shadar-kai witch (level 7 controller; Monster
Manual, page 231)

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Naibur Tinok Level 7 Elite Soldier Rilta of the Rooftops


Medium natural humanoid, human XP 600
Initiative +5 Senses Perception +9 Bounding across rooftops and through the clouds Nether-Who?
HP 156; Bloodied 78 themselves is Rilta, the bold and skilled burglar
Fans of the Forgotten Realms can recognize
AC 23; Fortitude 18, Reflex 19, Will 20 that makes a living stealing from Airspur’s elite and
Saving Throws +2 Netheril and its plots, but newcomers or those
wealthy visitors to the city. Although not malicious who want to insert Naibur and his plots into non-
Speed 6
Action Points 1 about her targets—or the wealth she takes from Forgotten Realms campaigns might not have
m Acidic Slash (standard; at-will) è Acid, Weapon them—Rilta is nonetheless a proud and somewhat this knowledge. A primer on Netheril follows.
+14 vs. AC; 1d10 + 3 acid damage. Netheril was an ancient empire driven by
greedy thief who bristles at the thought of being
M Corrosive Splash (standard; at will)
embarrassed or beaten to a score. magic, and a disruption of magic brought it low
Naibur makes two acidic slash attacks. If either hits, Naibur
when one of its archmages usurped the mantle
deals 3 points of acid damage to each enemy adjacent to Eager to take on any assignment as long as she can
him that he did not hit. of Mystryl, goddess of magic. A little more than
avoid direct violence, Rilta has spent years develop-
M Enervating Slash (standard; encounter) è Weapon a century ago, one of Netheril’s flying cities
ing her powers of flight. She uses her cloud hop ability returned from the planes and began rebuilding
+14 vs. Fortitude; 2d10 + 4 damage. Miss: Half damage.
Effect: The target is weakened (save ends). to leap off the edge of the cliffs or earthmotes of the empire. Now, Netheril and its rulers—the
C Lightning Blade (standard; encounter) è Lightning, Airspur, floating harmlessly down to one of its lower powerful, shadow-infused Princes of Shade—
Weapon seek dominion over all the empire’s former lands,
surfaces to hide among the city’s buildings. Rilta is a
Close burst 2; targets enemies; +10 vs. Fortitude; 2d10 + 4
shrewd thief and is familiar enough with the weather as well as many countries that were never part of
lightning damage.
C Aegis of Ensnarement (minor; at-will) è Teleportation patterns over the Akanawater to know when her that vast and sprawling realm. Sembia was the
Close burst 2; targets one enemy in burst; no attack roll; first to fall to Netheril’s influence, but the Princes
attempts will merely evade pursuers, and when she
the target is marked until Naibur marks another target seek nothing less than total rule—or at the very
will be entirely concealed by shifting cloud cover,
with this power. If a target marked by this power is least, influence—over the entire continent.
within 10 squares of Naibur when it hits with an attack mists, and other obstructions. As a result, Netherese agents work in the
that does not include him as a target, Naibur can use capitals and major cities of countless realms,
an immediate reaction after the target’s entire attack is
Tactics pushing the empire’s interests and quietly dis-
resolved to teleport the target to any space adjacent to
him. In addition, the target grants combat advantage to all patching its enemies. Humans, shadar-kai, and
Rilta fights for survival rather than for glory or for the
creatures until the end of Naibur’s next turn. the favored shades (Forgotten Realms Campaign
rush of violence. If forced to fight at all, she prefers to Guide, page 260) work to quietly subvert those
Shadowstride (move; recharge 6) è Illusion, Teleportation
Naibur teleports 6 squares and is invisible until the start of knock her opponents out rather than slaying them. who would oppose them.
his next turn. The moment a combat appears to turn against her, Any expansionist, magically powerful king-
Skills Arcana +12, Diplomacy +9, History +12 Rilta uses her evasive f lip to avoid her attackers, and dom or empire can serve in place of Netheril; a
Alignment Evil Languages Common, Netherese,
then cloud hop to escape. She retains her action point strong connection to the Shadowfell is helpful,
Primordial
Str 16 (+6) Dex 10 (+3) Wis 12 (+4) so that she can use an extra move action to aid in but by no means necessary.
Con 14 (+5) Int 19 (+7) Cha 13 (+4) evading her enemies. For those interested, more information about
Equipment leather armor, bastard sword the Netherese empire can be found in the For-
gotten Realms Campaign Guide.

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Tanris An Unexpected Ally? Rilta Level 9 Elite Skirmisher


Medium elemental humanoid (air), genasi XP 800
Across Airspur, the merchant Crerorm, the traveling Rilta is a good way to introduce a bit of ambi- Initiative +10 Senses Perception +10
porter Queyh of Calimport, and the rumormonger guity into an ongoing campaign. Although she HP 188; Bloodied 94
Inakin are all known, if seldom mentioned. These works perfectly well as an enemy to be encoun- AC 23; Fortitude 19, Reflex 23, Will 22
tered and defeated, Rilta is best used as a Saving Throws +2
people all are Tanris, in different guises and under
sometimes-ally to the PCs, occasionally working Resist 5 cold
different names, plying his trade among an unsus- Speed 6; see also cloud hop
with them, while at other times treating them as
pecting populace. rivals or outright enemies. Action Points 1
Tanris is the faceless head of a nameless crime m Short Sword (standard; at-will) è Cold, Weapon
No matter how long the players interact with +14 vs. AC; 1d6 + 5 damage plus 1d6 cold damage, and
organization. None know his original name or his Rilta, a big enough score might come along and Rilta shifts 2 squares.
motivation for causing such tumult in Airspur; she might choose to turn on them. Although she r Thrown Dagger (standard; at will) è Weapon
they know that some folks go missing, some nobles doesn’t attack them outright, it’s not above the Ranged 10; +14 vs. AC; 2d4 + 5 damage, and the target
young thief to leave her former allies in a danger- cannot make opportunity attacks until the end of Rilta’s
suddenly become suspiciously silent, and certain
ous situation. next turn.
merchants have unforeseen troubles making simple M Swiftwind Stride (standard; at-will)
Hooks to employ Rilta in a campaign include
purchases. It is Tanris that causes these troubles. Rilta makes two basic attacks.
the following: C Steel Whirlwind (standard; encounter) è Weapon
Tanris was born a stormsoul genasi, but he has è Having Rilta work together with the party for Close burst 2; targets enemies; +12 vs. Reflex; 2d6 + 5
taken great pains to conceal his nature beneath the a few missions, aiding them as an advance scout damage, and Rilta pushes the target 1 square and knocks
guise of a windsoul. Only when angered, threatened, to gain their trust so that she can use them as a it prone.
or insulted does the stormsoul portion of his being distraction to obtain an item she wishes to steal. M Knockout Blow (standard; encounter) è Weapon
è After a short time as uneasy allies, Rilta and +12 vs. Fortitude; 2d6 + 4 damage and the target is
manifest, beginning as crackling lightning that runs
knocked unconscious (save ends). Miss: Half damage, and
up and down his szuldar (the energy lines that mark the PCs take missions to recover the same
the target is dazed (save ends).
the faces of all genasi) and culminating with the object. The party arrives at the location of the M Evasive Flip (immediate reaction, when a creature flanks
object, only to find that Rilta is already escaping Rilta; recharge 6) è Weapon
sudden emergence of crystalline growths that clearly
with the loot, and they need to track her down Rilta shifts 2 squares, which can move her through
mark him as a stormsoul. to complete their quest. occupied squares. At the end of her movement, Rilta deals
The primary business of Tanris’s enterprise is è Rilta has failed in one of her missions for the 4 damage to an adjacent enemy.
smuggling, and he has a series of warehouses across dangerous crime lord Tanris, and the party needs Cloud Hop (minor; recharge 4 5 6)
Until the end of her turn, Rilta gains fly 6 and can hover. If
Airspur that he uses for that purpose. Tanris can to find her and bring Tanris proof of her death
Rilta ends her turn without landing, she floats harmlessly
also—for the appropriate price—be contracted for kid- before he sends his goons after them. to the ground.
napping, blackmail, intimidation, or fencing stolen è Trapped in an untenable situation, the PCs Combat Advantage
goods. He refers any requests for burglaries to the receive unexpected aid from Rilta, only to have Rilta deals 2d6 extra damage against any target granting
her cash in the favor by requesting their help on combat advantage to her.
a dangerous mission. First Strike
Rilta can also act as a replacement for a rogue Rilta has combat advantage against any enemy that has not
yet acted in the encounter.
or other striker PC that dies in the course of a
Alignment Unaligned Languages Common, Primordial
campaign. Rather than having the player intro- Skills Acrobatics +12, Stealth +12, Thievery +12
duce an entirely new character, Rilta’s dealings Str 11 (+4) Dex 19 (+8) Wis 12 (+5)
with the party provide a plausible introduction— Con 14 (+6) Int 13 (+5) Cha 18 (+8)
have the player create a windsoul genasi rogue Equipment leather armor, 2 short swords, 6 daggers
(the aerialist rogue build from Martial Power™ is
a good fit) of the party’s level, and off you go!
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thief, Rilta, though the young genasi has no idea from


where such referrals originally stem. Tanris Level 12 Elite Lurker
Medium elemental humanoid (air, water), genasi XP 1,400
Initiative +15 Senses Perception +8
HP 184; Bloodied 92
Tactics AC 26; Fortitude 22, Reflex 26, Will 24
In combat, Tanris’s priority is survival, not vengeance, Saving Throws +2
and so he attempts to avoid damage rather than deal- Resist 5 lightning
Speed 6
ing it out himself. He makes liberal use of his near or Action Points 1
far and by the throat powers, reserving his rising storm m Dagger (standard; at-will) è Weapon
for when the battle turns against him and he tries to +17 vs. AC; 1d4 + 5 damage.
r Thrown Dagger (standard; at-will) è Weapon
make an escape. Ranged 10; +17 vs. AC; 1d4 + 5 damage.
m / r Near or Far (standard; at-will) è Weapon
Tanris makes two basic attacks.
Encounter Group M By the Throat (standard; at-will) è Weapon
Tanris has a number of minor genasi criminals +17 vs. AC; 1d4 + 5 damage, and the target is grabbed and
takes a –2 penalty to escape checks to escape the grab.
within his enterprise. When encountered, his trio of M Close Shave (standard; at-will) è Weapon
loyal bodyguards and the watersoul genasi mage he Targets one creature grabbed by Tanris; +17 vs. AC;
employs for protection surround him. The crime lord 3d6 + 5 damage.
M Before You Go (free action, when an enemy grabbed by
grabs an enemy at the nearest opportunity, punishing
Tanris escapes; at-will) è Weapon
that character while his associates deal with the other Targets the escaping enemy; +17 vs. AC; 2d4 + 5 damage.
PCs. C Rising Storm (minor; encounter) è Lightning
Close burst 2; +14 vs. Reflex; 2d10 lightning damage.
Effect: Tanris gains fly 6 until the end of his next turn.
Level 11 Encounter (XP 3,250) Body Shield (opportunity, when an enemy hits or misses
è 1 genasi hydromancer (level 8 controller; Monster Tanris; must be grabbing a creature; at-will)
Manual 2, page 117) Tanris takes only half damage from the hit, and the
grabbed creature takes the rest. If the attack misses and
è 3 genasi stoneshields (level 10 soldier; Monster deals damage on a miss, Tanris takes no damage and the
Manual 2, page 117) grabbed enemy takes all the damage from the attack.
è Tanris (level 12 elite lurker) Combat Advantage
Tanris deals 1d6 extra damage against any target granting
combat advantage to him.
Skills Bluff +11, Insight +13, Stealth +16
Alignment Evil Languages Common, Primordial
Str 15 (+8) Dex 20 (+11) Wis 14 (+8)
Con 14 (+8) Int 16 (+9) Cha 10 (+6)
Equipment leather armor, 12 daggers

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Lairs and Threats Netherese Agents tives, and keeping kidnapped or killed victims
Naibur Tinok and his band patrol the city, but a until they can be properly disposed. Tanris is not
Not all threats to Airspur walk the streets openly; at
great many citizens of Netheril serve their nation thoroughly involved in the dealings of some of these
times, one must go looking for them.
openly as guards, scribes, and spies within and near warehouses, preferring to keep out of the daily opera-
the embassy (which rests on the large central island tions of those of his employees he can trust to make
Aboleth Den him coin.
adjacent to the city’s courthouses). Given the propen-
Rumors persist of aboleth dens hidden among the sity of the Netherese to cause trouble whenever they Tanris keeps his most capable “workers” just out-
waves and rocks beneath the cliff faces that make gather in large numbers, and the almost pathologi- side the city, farther along the shore. This allows him
up the twin shores of Airspur. These areas are rem- cal need for PCs to meddle in the affairs of shadowy to store his most sensitive materiel without being
nants of the war with the Abolethic Sovereignty kingdoms, finding a way to introduce these agents noticed by authorities—and to keep the number of
half a century ago. Unfortunately, not only do these as an obstacle to the party isn’t difficult. Perhaps the prying eyes and ears quiet when the inevitable con-
rumors hold truth, but one such den lurks close to PCs are finding an item, creature, or person that the flict (and the ensuing cries of battle) erupts.
the Akanawater Falls. None know for sure that these Princes of the Empire would like brought home for
aboleths exist, in part because the caves that harbor study, so the groups clash. Level 10 Encounter (XP 2,950)
them are so well-hidden, and in part because those Alternatively, these agents might serve as a pre- è 1 dragonborn gladiator (level 10 soldier; Monster
few genasi that have braved the caverns were trans- liminary threat to the PCs, as they uncover the plots Manual, page 86)
formed into the horrific creatures that now serve the of Naibur Tinok against the interests of Airspur. An è 1 drow warrior (level 11 lurker; Monster Manual,
aboleths. arc wherein the players confront Naibur after a few page 94)
None know whether the aboleths and their servi- levels of dealing with his minions and allies could be è 1 duergar hellcaller (level 12 artillery; Monster
tors are the advance force of another assault by the a strong ongoing threat for mid-heroic-level PCs. Manual 2, page 94)
Sovereignty, exiles from that fell kingdom, or aboleths è 1 gnome wolverine (level 9 skirmisher; Monster
that resided on Toril even before the return of Abeir. Level 4 Encounter (XP 900) Manual 2, page 129)
What is certain is that none want to find out. è 2 human bandits (level 2 skirmisher; Monster è 5 ogre thugs (level 11 minion; Monster Manual,
Manual, page 162) page 198)
Level 17 Encounter (XP 9,850) è 1 human berserker (level 4 brute; Monster Manual,
è 1 aboleth lasher (level 17 brute; Monster Manual, About the Author
page 163) Brian Cortijo is a freelance designer and full-time univer-
page 8) è 2 human guards (level 3 soldier; Monster Manual, sity lackey—which means he looks at the college equivalent
è 1 aboleth overseer (level 18 elite controller; page 162) of character sheets all day. He’s undergoing a homecoming
Monster Manual, page 8) è 1 human mage (level 4 artillery; Monster Manual, of sorts, making his return to the Forgotten Realms® set-
è 5 aboleth servitors (level 16 minion; Monster ting (since Dragon #358) after short hiatus on other worlds,
page 163) including an extended stay in his birth-city of New York.
Manual, page 9) Some of his recent works include Forgotten Heroes: Scythe and
è 5 abolethic skum (level 18 minion brute; Monster Shroud and Qadira: Gateway to the East.
Manual 2, page 172)
Tanris’s Warehouse
Despite having no name, Tanris’s criminal enterprise
has a highly organized structure, with warehouses
around the city for smuggling of goods, hiding fugi-

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Magic Items Sets


By Log a n Bon n er a n d Pe t er Sch a efer

Logan: Back in 3rd Edition, magic item sets waited followed a specific theme or story, connected to a down, and to look forward to the next piece of the set.
to make their debut until Magic Item Compendium. As group of two or three set benefits. That made the five-item, five-level set ideal: It didn’t
one of the editors on that book, I was pretty familiar Finalizing the basic structure of an item set took a define a timeline as strongly as either of the others,
with that system and wanted to bring it forward to discussion or three. At first we had item sets that were and it fit our sense of how long an item set should be
4E largely unchanged. (And let me tell you, nothing five levels in a row, sets that hit every other level and useful for a character.
gives you a sense of accomplishment like finishing a spanned ten levels, and sets that were a mish-mash of The last hurdle for item set levels was putting
book with over 1,000 items, all in a new format, and just two levels or so. We approached the level spread the individual items at the correct levels. With the
the tables to go with them!) Since MIC was one of primarily as a matter of acquisition. If all five items in designer looking at an overall item set, choosing a
the latter 3.5 products, we were already bringing in a set were items of the same level, it would take one spread of five levels, and then placing items within
concepts that would become the default in the new player five levels of play to acquire them all (assum- that spread, it became easy to overlook what an items’
level really means. Weapons, implements, armor,

If the items were spread across ten levels, it slowed the and neck-slot items are especially finicky about their
levels, and the extreme example of that was the
acquisition too much. You could get your first item at level 8 occasional such item found in a slot at level 1, 6, 11,
16, 21, or 26. Such items compete with the standard
and not expect the fifth until level 18. +1 magic blank—and almost always beat the pants off
them, because we want them to be more interesting
edition, and much of the design was done with the ing standard treasure distribution). He or she would than the level allows. So we need them to be at differ-
same mindset. You can see item levels, better-defined first get a level n+4 item (n being equal to the char- ent levels, or be very weak. To make such sets work,
slots for items, and ways to combine stat boosters with acter’s level), then n+3, and so on, until the last item we either had to change the item, shift the item set’s
other items so you didn’t give up your cool trinkets was obtained at a level equal to the character. It was level range up or down, or, more frequently, shift item
just to get a better bonus. Magic items sets as they a little too predictable. Acquisition was less trouble- levels around so that another type of item took up
appeared there were pretty simple: the more items some for group item sets. that spot in the level spread.
you collect, the more benefits you can use. And now If the items were spread across ten levels, it slowed Weapons and their iterating ilk added another
it’s pretty much the same. the acquisition too much. You could get your first factor: They repeat every five levels after they first
Peter: When the magic item sets from Adven- item at level 8 and not expect the fifth until level appear. At first, the weapons and such that were
turer’s Vault 2 hit development, I found they were 18. That’s a lot of game time, and months or more of attached to sets didn’t repeat. This was the first thing
pretty simple. Each item set we received from design play in real time for many groups. We wanted it to be we needed to change for the same reason we needed
included a small collection of standard items that more feasible for a PC to start tracking these items to keep to standard power levels: Each item in a set

TM & © 2009 Wizards of the Coast LLC. All rights reserved. August 20 09 | D r ag o n 378
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Design & Dev elopmen t

needs to be perfectly normal when taken out of con- one. The Gadgeteer’s Garb and Tinkerer’s Inventions for one thing, the PC had to go through extra effort
text, and a sword that doesn’t iterate isn’t normal. both fit the artificer, because that class’s flavor really to get these items and (presumably) made it a part
Each item needed to be a magic item first, and part of demands cool magic items. of the ongoing campaign story, so the items in a set
a set second. Once we established that a weapon in a Other sets were more “top-down” designs—ones should be better. Also, from a mechanical standpoint,
set repeats like every other magic weapon, we came that started with a story that led to the mechan- these items are taking up slots that could invariably
to the useful conclusion that an iterating item’s loca- ics. The best items blur their history. Can you tell be better filled by a different item. Maybe equipping
tion in the level spread impacted the set’s duration of whether the Relics of Creation started as a neat story those item set bracers means the PC can’t wear those
usefulness. Putting the armor and sword at the lowest idea that became an invoker set, or if we wanted an iron armbands of power that he or she would like to
levels means that you get them first, then get the epic, invoker-themed set of items that picked up that have. I don’t think there was really much debate on
gloves, boots, and crown (for example), and by that story later on? In Rob Heinsoo’s outline (see the table this in design. We wanted collecting the set to be
point you’re a few levels higher and can start collect- below), we see some of the varieties: a reward, and making the collection be a little bit
ing the higher-level versions of the armor and sword, better than just a random assortment of items fits the
extending the number of levels you use the set. Item Set Power story of what sets are all about.
Logan: More magic items in 4th Edition are Peter: That each individual item was at a normal
Logan: So one of the obvious questions we had to
character-specific than they were before, and some power level was key for us in development. Today,
answer was, “Should items in sets be worse than
of the item sets take advantage of that. The Shadow- especially with D&D Insider, it is increasingly easy
standard items?” The argument for making them
dancer’s Garb has benefits for stealthy rogues, and to take an individual item without any surrounding
worse says that since you get extra benefits for col-
the Golden Lion’s Battle Regalia helps barbarians, for context. If a set item was made at a lower power level,
lecting several of them, you’re getting a power-up
example. Some of these started as a story concept that it would be a punishment for anyone who wanted to
on top of your items, so the base items should be a
just naturally fit a class, and others were built so that pursue the set, and it would clog our magic item lists
little weaker to keep a PC from being more power-
a class that seemed like it should have an item set got with subpar items. That line of thought led us to the
ful than expected. The counter-argument is that,
final decision to make set benefits cherries on top of
Item Set: Theme; Eytan A eight to ten items Eytan, this set could be a mix of personal and group; it sort the individual set items’ sundae.
of makes sense to have a variety of items in the set to
match the variety of courtiers/people in the court and set
story
Fey Court Item Set: Bonner four to six items
second cool new theme and set story
desired by Artificer
Item Set: Theme; TBD SRM four to six items SRM, make your choice and add it to this outline
and set story

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Group Sets rods, because there are more classes that use weap- than one item. What better way to encourage you to
ons, and consequently a better chance that somebody pick up more?
Logan: So we were bringing back sets, and we didn’t
in a given party can use the item. While story is important to all items sets, group
see anything about the old system we wanted to
Third, we made some sets that didn’t take up your sets need to be even bigger—big enough to serve as
change too much. Still, we needed something new to
major item slots. The Rings of the Akarot, for exam- campaign arcs. The PCs might collect the Heirlooms
set these apart. Fourth Edition is a team game, and
ple, use a slot not a lot of people will have filled. In of Mazgorax so they can slay the dragon that factors
the interaction between different characters of differ-
fact, you have two of these slots available anyway! The so prominently in the backstory of that set. Alterna-
ent roles is crucial. It seemed only natural to create
Fortune Stones go a step farther. They’re wondrous tively, the PCs could complete an entire adventure
some sets that the party as a whole could benefit
items that don’t fill a slot at all. in each of the six cities mentioned in the Rings of the
from.
As another hedge against making group sets too Akarot description!
Designing the group sets was definitely tougher
annoying to collect, we built some flex into the set
than making individual sets. You have a pretty good About the Authors
benefits. You’ll notice that in most sets the number
idea what type of character you’re aiming for when Logan Bonner has worked on D&D Miniatures, Forgotten
needed for the highest set benefit is lower than the Realms Player’s Guide, Adventurer’s Vault, Player’s Handbook 2,
you design a normal set: the stealthy rogue, the
number of items in the set. This way, you can col- and Arcane Power in his time as a designer at Wizards of the
charge master, the brave warlord. But the diversity
lect items you want and not feel bad that you didn’t Coast. He has designed both familiars and alchemy, encour-
of classes makes a group set a trickier puzzle to put aging people to be both social and anti-social.
get them all. Here, the Rings of the Akarot are an
together. It was vital that each set appeal to a broad
exception, since thematically the whole party should
cross-section of groups in some way. The last thing we Peter Schaefer retired from ruling a small European
nation when Wizards of the Coast offered him real money to

As another hedge against making group sets too annoying develop Dungeons & Dragons full time. Recent developments
include Player’s Handbook 2 and Arcane Power.

to collect, we built some flex into the set benefits.


wanted was for the group to pursue a set they liked really wear them, and the number of rings can grow
the story of, then have one person realize there was based on party size. And while we’re on the topic, a
nothing he or she could use in the entire set. lot of these items have the max benefit appear when
We used a few techniques to make these sets five people wear items from the set, but if a group is
appealing to a variety of characters. First, we avoided smaller, DMs should feel free to reduce that! Plenty
items that were really class-specific. An item that of non-group sets just use the maximum value since
says, “You can roll your warlock’s curse damage twice they only need to matter to one person.
and take the higher result” is too specific for these The other thresholds were important, too. It’s good
sets. to feel a sense of progress, gaining more benefits as
Second, we picked weapons and implements that you collect the set rather than getting everything at
many types of characters could use. For instance, the end. We (almost) always put a benefit at two items
weapons and holy symbols are better to include than so you feel some progress as soon as you collect more

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Party Fowl By S h el ly M a z z a nobl e


WANTED: Unruly, unfocused, mead-loving adventuring illustrations by William O’Conner
group seeks nurturer and pugilist to complete the party.
Innate knowledge of useless movie trivia and bathroom Or so we thought.
humor appreciated. Rules lawyers need not apply. Posi- Because New DM won’t let us play until we fill
tions open IMMEDIATELY! the vacancies, we used our regularly scheduled game
time to discuss our options.
Never split the party. Ha! Tell that to the paladin “I don’t suppose anyone knows someone looking
and shaman who left us high and dry. These things for a game?” I asked.
happen. I get that. Groups fall apart for reasons Apparently New DM did, as he had already begun
bigger than ours. But we lost these two key members scribbling names on the white board.
unexpectedly and almost back to back. So now when “Uh, excuse me,” Scott said. “You keep a list of pos-
the unmarked monsters have their way with us, we’ll sible replacements?”
just… uh… die? “Sure. People have approached me about playing,”
“Can we please focus on replacing the cleric first?” he said, trying to sound casual.
Marty, who plays our bard, asked. “I’m good at my job, I wondered how many have approached him about
but I’m not Jim Bakker.” playing a wizard.
“The fighter spot needs to be filled too,” Kieran, “You mean play in our game or just play in gen-
our swordmage reminded. “No offense to those of you eral?” Marty asked.
who love from afar but I could use some back up.” No offense to the Wyld Stallyns but it was hard
This might come as a surprise, but filling vacan- to fathom anyone longing to be part of this brood. It
cies in an office D&D game isn’t as easy as you was kind of like longing to be on the Reno 911 police
think. I mean, yeah, it’s Wizards of the Coast. We’ve squad, or the Bad News Bears, or the… well, you get
got more players around here than a South Beach the picture.
hot spot running a Patron promotion during Spring “We’re like queen size mattresses,” I said.
Break. But party members aren’t light bulbs. You My fellow players looked horrified.
can’t just grab a replacement out of a drawer. The Maybe that came out wrong. I was trying to say
key to a successful game is a party that meshes. You that this situation reminded me of the first day of
have your habits, your inside jokes, your assigned college when everyone was moving into off-campus
seats. Plus, almost anyone who wants to play D&D is apartments and scrounging for furniture anywhere
already playing D&D. they could. You needed something to sleep on and

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would pay even less regard to the mattress’s origin D&D “because everyone else does!” Possesses strong The Encyclopedia Bitchtanica Guy
and condition than you did the cash to purchase desire to succeed at any given task. Pros: Has been playing D&D for decades and
said mattress. Cons: Only knowledge of D&D comes from therefore has a wealth of knowledge that will help
“They don’t care who plays in the game—just that this really great book called Confessions of a Part- us contradict New DM. (Marty would love to take a
it’s a game,” I explained. “Sad.” Time Sorceress. break from being our go-to answer man.) Ability to
“And gross,” Scott said, moving his chair hit the ground running.
away from mine. “I can’t believe you slept on a “Too-Many-Things-on-My-Plate” Girl Cons: Issues more corrections than national
used mattress.” detention system, and not all of them game related.
Pros: Boss wants her to learn how to play D&D.
“Maybe they want to play in my game,” New DM
Ability to handle multiple tasks at once.
said. “Ever think of that?” (Transcript from actual conversation):
Cons: Work-a-holic. Almost didn’t attend the birth
“They obviously don’t read my column, Me: “So there I was, drinking a Diet Coke—“
of her daughter because she was on a conference call.
” I muttered. E.B. Guy: “It was Pepsi.”
“You write a column?” Kieran asked.
I threw my d10 at him. “Treat them the same way HR treats all open positions.”
“If they can fight or heal, they’re in,” Marty said.
Really? It’s that easy? Shouldn’t it take more than I said. “First interviews, then references, then offer a
a willingness to play a particular class to fit into a
group? Even if you are desperate.
probationary role in the party.
We agreed to review the list New DM posted.
The D&D Overachiever Me: “Sure, maybe.”
Pros: Loves D&D so much he’s playing in six E.B. Guy: “Not maybe. Pizza Hut only serves
The Funny Guy
games inside and outside the office. Always has some- Pepsi. You didn’t know that?”
Pros: Works on D&D as part of his every day job
thing interesting and homemade for lunch. Possesses
so has knowledge of the game. Is not currently in a
strong communication skills. “I can’t play with that guy,” I said, much to Marty’s
D&D game. Easy to get along with.
Cons: Loves D&D so much he’s playing in six chagrin. “I can just hear him. Magic missile? Really?
Cons: Has a habit of derailing meetings by stick-
games inside and outside the office. From where you’re standing? Ugh. I don’t need a
ing pencil erasers up his nose or asking everyone to
commentator.”
smell his marker and tell him if it “really smells like
The Flakey McFlakerson Guy The biggest perk these five possessed was that
donkey ass or it’s just him.” Sometimes he smells like
none of them were easily offended, but we whittled
donkey ass. Pros: Always fun to have around. Well versed
the field down to four candidates: Little Sister, Too-
in D&D. Probably uses sound effects for his spells.
Many-Things-on-My-Plate Girl, D&D Overachiever,
Strong sense of loyalty.
The Little Sister and Encyclopedia Bitchtanica (gasp!).
Cons: Has a touch of the wanderlust and takes off
Pros: Read this great book called Confessions of “Now what?” Scott asked.
work for long periods of time. Sometimes “takes off ”
a Part-Time Sorceress and really, really wants to play “Treat them the same way HR treats all open posi-
mid-sentence while talking to you.
tions.” I said. “First interviews, then references, then

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offer a probationary role in the party. After three “Well,” she began, “Everyone who plays it seems Bitchtanica is reluctant to meet with me, offering
encounters we review their performance and deter- to love it. On Tuesdays you all leave for two hours little more than “being too busy with his real job to be
mine if we’d like to extend a full-time job offer.” and it’s so boring up here. And then when you come pestered about his fantasy job.”
“Great idea,” Scott said, “but did you know our back you’re all giggly and laughing and talking “Just email me,” he said. “I’ll get to it when I can.”
HR department doesn’t actually fill open party about how much fun you had. Who wouldn’t want to “They don’t have email in the Forgotten Realms,”
slots? They’re kind of focused on real jobs that pay be part of that?” I said. Duh. Is this really someone we want in charge
real dollars.” Good answer, I think, and I think speaks more of putting us back together? “We can break it up into
Well, duh. None of us would be here if that to the game than our group. And lucky for us she parts if you want.”
weren’t true. doesn’t know much about D&D, or she’d be hearing He waved me off, but I snuck up on him later. I
“Not HR, Mr. Buzz Kill,” I explained. “Us.” how we totally biffed an encounter because none of should play a rogue.
And there were those blank, somewhat horrified
stares again.
“Okay. Me.”
“How do you like to be rewarded after a successful
“Ask them what kind of tree they would be,” Marty adventure?” I asked him in the kitchen while he waited for
suggested. “The first one to say an aloe plant is in.”
his Lean Cuisine to heat up.
The first order of business was to let the top four
know they were contenders, so I sent an email us thought to roll a Perception check before barging “How do you like to be rewarded after a success-
to each. into the tower. ful adventure?” I asked him in the kitchen while he
Thank you for your interest in adventuring with the “How do you deal with challenge?” waited for his Lean Cuisine to heat up.
Wyld Stallyns. We would like to set up an interview to dis- “Well, I recently climbed Mount Rainier because “By being left alone to count my treasure and eat
cuss your roles and goals as a party member. Please contact every time I saw that mountain all I thought about my lunch.”
me at your earliest convenience. was what the view must look like from the top.” “Describe a situation when you had to deal with a
I received the following responses. “You know you could see a great view from the difficult person?” I asked him in the stairwell.
Little Sister: “I’m available anytime!” Space Needle for like $23. And you don’t have to wear “You mean difficult like someone who stalks you
Bitchtanica: “Are you serious? An interview?” clamps on your shoes or eat your meals from in a stairwell?”
Overachiever: “Ha! Bring it!” a pouch.” And finally, as he was coming out of the gym
Full Plate: “I’d love to but I’m swamped today! “If you’re into that sort of thing, sure.” locker room I asked him “Why the Wyld Stallyns?”
Unless you want to interview me while I run a “Finally, what assets can you bring to the party?” “Good question,” he responded. Finally some posi-
few reports.” “I make a mean mojito,” she answered. “I even tivity from this guy. “That’s a horrible name! Not to
grow my own mint.” mention you keep spelling it wrong.”
First up: Little Sister. I met her in a conference room “Thank you for your time,” I said. “We’ll be Thank you for your time, Bitchtanica. There will
later that day. in touch.” be no further questions.
“Why are you interested in playing D&D?”
I asked.

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The Overachiever and I happen to be carpool bud- Full Plate wasn’t kidding about interviewing her Little Sister and Overachiever were the front-run-
dies, so I interviewed him on our way home while she ran reports. She had one hand on her ners, but they weren’t in the clear yet. Although she’s
from work. mouse and one banging away at a calculator, while never played D&D, Little Sister has played the Star
“Why are you interested in adventuring with the the phone was cradled between her shoulder and Wars RPG, and Overachiever is a D&D lothario, so
Wyld Stallyns?” cheek. She motioned me to sit down. it wasn’t hard to find references. I sent Little Sister’s
“Why wouldn’t I be?” he asked. “To play my favor- First things first, I made it clear that D&D does not former GM, Rodney Thompson, and the Overachiev-
ite hobby with my favorite coworkers? Plus, I work involve Excel, but it does involve sitting at table. For er’s best friend and former DM an email asking
closely with New DM. I think it will be good for our two hours. Uninterrupted. things like:
professional relationship.” “But what if I have a meeting?” she asked. Are they on time? Do they share snacks? Do they like
I fail to see how that will help. Thankfully New “You block out your calendar so no one can sched- wizards? Have they ever done anything to put the party in
DM and I don’t have to work together. Surely one of ule one,” I said. “Just like the rest of us.” jeopardy or end an encounter quickly because they were in
a hurry to get home and watch Project Runway?
“She was not,” he continued, “as Obi-Wan might say, a Rodney responded right away.
She’s very nice and was respectful to all of the players
guardian of peace and justice, but rather a bloodthirsty and showed up on time, for the most part.

Gungan who enjoyed nothing more than using the Force to The “most part” we can work with. The current
group is still a bit “start-time” challenged.
choke hapless stormtroopers to death.” “She was not,” he continued, “as Obi-Wan might say,
a guardian of peace and justice, but rather a bloodthirsty
us would end up with a pencil in the eye. “But what if it’s important?” she asked. Gungan who enjoyed nothing more than using the Force to
“What qualities do you think make a good PC?” “Important like your party is up against a mind choke hapless stormtroopers to death.”
He pondered this for a moment. “Someone who flayer and you’re the only one who can mark it?” That sounds exactly like the kind of fighter we
is unselfish and doesn’t need to take the glory all for “I don’t know,” she said. “Is that important?” need in our group.
themselves. Someone who likes working as part of a I’m certainly the last person to make judgments on The Overachiever got glowing marks as well.
team and recognizes their strengths and weaknesses.” someone based on their lack of knowledge about the “He is one of the most thoughtful, creative, engaged, and
Do people really talk like this? Hmm… methinks game, but I’m beginning to think she’d rather save a knowledgeable players I have ever played D&D with.”
New DM may have been coaching him. spreadsheet than my life. Still, I wanted to give her That’s great, I think, but he could be the only
“What can you bring to the Wyld Stallyns?” the benefit of the doubt. player this guy has ever played with.
“Snacks from Costco?” “So tell me, what assets can you bring to a party?” “Regarding snacks, I think he can be counted on for
“Can you get trail mix there?” “Has anyone ever done a Myers-Brigg test on your proportional consumption. That is, of course relative to the
“By the trough.” group? Because I’m certified to assess you.” fact that he is a human hummingbird and, as such, needs
“You’re in.” This girl clearly has her strengths. And we shall very regular sugar intake. He shows no real disdain for
What?! I’m a sucker for trail mix. leave her to them. wizards other than that which they bring upon themselves—
”accidental” inclusion in cone spells, and so on.”

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Tabitha only got caught in her burst once! The “Because Tabitha is supposed to stand back “But you just started!” I said. “Was it something
Overachiever has been talking to New DM. here! She’s wearing robes—you’re wearing 86 tons we said?”
“It should also be noted that outside of his role as a of armor!” She shrugged. “It’s nothing personal. Just business.”
D&D player, he flosses regularly.” Holden used his turn to heal Galadriel. She shows Next time I’m asking for two references.
her gratitude by double moving and ditching the poor
Our new party members gleefully accepted their birdman to fend for himself, and within spitting dis- WANTED: Unruly, unfocused, mead-loving adventur-
probationary invitations. Little Sister rolled up an tance of the behir. ing party seeks dedicated pugilist to complete the party.
eladrin paladin named Galadriel Moonshine, and “Are you serious? Get back here!” he said. “I’m Innate knowledge of useless movie trivia and bathroom
The Overachiever created a kenku cleric named holding her by her ponytail so she can’t move,” he told humor appreciated. Rules lawyers need not apply. Posi-
Holden Cawfield—who conjured an image in my New DM. tion open IMMEDIATELY! Must be willing to sign
mind of Heckle in a trench coat… which is weird “Why would I stay there?” she asked, so sincere one-year contract.
because neither Heckle nor Holden have even been and earnest I almost agreed with her. “I almost died.”
seen in such a get up. “Are you sure that’s what you want to do, Gal- About the Author
Shelly Mazzanoble is dealing with some serious abandon-
New DM has us meet at an inn, where our favor- adriel?” New DM asked. I could sense him circling ment issues, which are conjuring up all sorts of childhood
ite presumed-dead NPC, a dwarf named Kalad, Holden like a hungry hawk. The behir’s turn memories. But don’t worry—she won’t get into them here.
introduced the group to a new potential employer. was next. You’ll have to wait for next month.
Little Sister immediately took to the roleplaying The group didn’t hide their disapproval. Marty
aspect of the game—a refreshing change from our shook his head and tsk tsked. Kieran kept repeating
last paladin, who once ditched the game because wow and Scott, the subtlest of us all said, “You’re about
she was bored with a skill challenge. She’s good too, to majorly screw the party if you do that. Just so you
asking lots of questions we probably would have for- know....”
gotten to ask, as well as charming a hostile NPC into “Sorry,” she said, and took her place next
giving us the name of his elusive “boss.” Plus she to Tabitha.
wrote everything down! A week later, Little Sister pulled me into a confer-
“We have a scribe!” Scott shouted. ence room.
During our first encounter, Galadriel got up close “I wanted to tell you that I turned in my resigna-
and personal with a baby behir and lost nearly all of tion,” she said. “I got a new job!”
her 60-some hit points. “That’s great,” I told her. “What are you going to
“This game sucks!” she shouted. “Why is this thing be? A rogue? Or a sorcerer? You’d love being
picking on me?” a sorcerer!”
“Because you challenged it,” Marty reminded her. “An associate brand manager,” she said. “At a dif-
“It will take damage it if attacks anyone else.” ferent company.”
“Someone else should mark it,” she said. “Why are No! Not another paladin! This couldn’t be!
you standing all the way back there?” she shouted to We go through more paladins than Spinal Tap
me. “You mark it!” does drummers!

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No Rest After Gen Con!

A
By Ch r is T u l ach
illustrations by Eric L. Williams As I write this, I’m at the big show, Gen Con Indy.
Before we begin to talk about what’s coming soon, I’d
like to briefly mention two big announcements, just in
case you haven’t seen them yet.

• Dark Sun is the new hotness. Our 2010 campaign


setting will be the exciting blasted world of Athas,
making its long return from the annuals of the AD&D
2nd Edition days! Expect to see support from Orga-
nized Play as we get closer to the setting’s release.
• D&D Experience 2010 dates are set. You can enjoy
the Super Bowl from home this time. Like last year,
D&D Experience will be in Fort Wayne, Indiana.
Unlike last year, it’s running January 28-31, which
is not Super Bowl weekend. We will be adding even
more value to the show, endeavoring to make it
the must-attend show of the year for D&D players.
Nowhere else can you get great access to the D&D
R&D staff and get hands-on previews of new products
well before they’re out in the world. More information
to come this fall.

While there’s a flurry of activity, excitement, and


news at Gen Con Indy, September doesn’t disappoint
either. Here’s what we have on tap for next month.

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Penny Arcade Expo Worldwide D&D that uses tiles from DU3 Caves of Carnage and mon-
Game Day, Part 3 sters from the new Monster Manual: Legendary Evils
(PA X) 2009 The final book in the triptych of the “twos” releases
miniatures expansion. Come out on September 19
and be a part of the adventure! For information on
Wizards will be in full force at PAX this year, held at on September 15, and it’s packed with great infor-
locations near you running this Game Day, head to
the Washington State Convention Center in down- mation on expanding your game. In celebration of
our Event Locator.
town Seattle. PAX is a three-day gaming convention Dungeon Master’s Guide 2, September 19 is the day
right in our backyard, and over the past few years, to come out and participate in another Worldwide
attendance has exploded. Because it’s so close, a lot D&D Game Day! Bring a buddy and head to your New Living Forgotten
of Wizards employees will be in our exhibit booth, in local venue to get involved in a new Game Day expe- Realms Adventures
our gaming areas, and generally roaming about the rience—creating your own adventures for play. Releasing This Month
convention center taking in the sights and sounds of In the spirit of Dungeon Mastering, we’re giving Check out the latest adventure offerings from D&D
what is, essentially for us, the finale of our summer you the opportunity to create and show off your very Organized Play!
convention season here in the U.S. own adventure. Work as a team to build encounters
If you’re a D&D player or fan, there will be no using the materials provided. After your team has August 5, 2009
shortage of things to do at PAX. Visit our swanky finished, play another team’s adventure or DM the
EAST1-5 Mole Hunt
exhibit booth to take in demos and pick up the newest one your team created. We provide you with every-
You have been tasked to travel through the Chondal-
books. Head to our gaming area, located on the 2nd thing you need—maps, miniatures, monster stats,
wood in an attempt to retrieve a doppelganger spy
floor of the convention center, and we’ll have the Ulti- and how-to instructions. Just bring your imagina-
working for the dwarves of Eartheart. However, any
mate Dungeon Delve The Fall of the Tower at Windrock tion, a pencil or pen, and some dice!
task involving a doppelganger is sure to have its com-
(bring a team of 6th-level characters and try to make Just for playing, you’ll take home the pregen-
plications. A Living Forgotten Realms adventure
it through six encounters), the “classic” Convention erated character sheet and a miniature of the
set in the East Rift for characters levels 4–7.
Delve (a one-hour, characters-provided experience), character you played. If you DM the game, you’ll
and a host of great Living Forgotten Realms adven- take home a poster map of the encounter areas and
a pack of monster miniatures used in the adventure. August 12, 2009
tures (some from Gen Con Indy, others new at this
show). For more information on the show, visit the This is a very special activity that has never BALD1-5 Lost Refuge
Penny Arcade Expo site. To register for D&D games, before been a part of Worldwide D&D Game Day! An unseen menace lurks in the Cloak Wood. The
visit the PAX 2009 D&D Gaming Page. Best of all, But don’t worry if you just want to play. You can common folk of the villages and logging camps along
once you’ve paid for your registration into the show, participate in as much or as little of the adventure- the perimeter of the forest have begun to vanish. The
all the D&D games are free! building activity as you want. Nothing, however, forest is filled with beasts, monsters, and vicious fey.
beats the satisfaction of hearing another team howl If that wasn’t enough, the investigation just might end
in terror as they fight the foes and traps you placed up involving you in an ancient, endless struggle. A
for them. Oh, believe me, I know. Living Forgotten Realms adventure set in Baldur’s
The adventure packet, called A Passage Into Mys- Gate for characters levels 7–10. This adventure begins
tery, is a special team-created 6th-level adventure the “Fey Gates of the Sea of Swords” major quest.

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CORE1-12 Songs of the Heart MINI1-1 Stirring the Embers


A tale of two adventurers leads you to the fabled city All is not well in the Great Port of Tarmalune, and
of Evereska. Non-natives are not always allowed to no one speaks of it. People are disappearing toward
enter, so this is a one-time opportunity. It starts with some fell purpose, and you are next. A two-round
the simple task of locating a missing person but obvi- Living Forgotten Realms adventure that is Part 1
ously, more is afoot. Can you keep cool and find out of the Embers of Dawn mini-campaign, set in Tarm-
what is going wrong before the poet recites his last alune for characters levels 1–4. It is recommended
poem? A Living Forgotten Realms adventure set in that you play the Embers of Dawn mini-campaign
the Fallen Lands for characters levels 7–10. Second adventures in correct sequence with one character for
part of the “Bane of Shadows” trilogy, which began in the best enjoyment and play possibilities within the
CORE1-10 Dancing Shadows. mini-campaign, but it is not required.

CORE1-13 The Fate of Camp 15 August 26, 2009


Your travels have brought you to the pearl-trading city
IMPI1-5 Demon Hunting
of Ankhapur, near the Lake of Steam. You have been
Rumor has it that demon hunting brings rich rewards
asked to visit a nearby outpost and pick up a shipment
in the city of Lyrabar. When unforeseen events befall
of pearls. It seems like easy money. Unfortunately,
the PCs, will they become hunters - or hunted? A
something has killed off most of the divers and nearly
Living Forgotten Realms adventure set in Impiltur
shut down the operation. Now you must discover the
for characters levels 4–7.
source of this camp’s troubles before you share its
fate. A Living Forgotten Realms adventure set near
LURU1-5 Beyond the Wild Frontier
the Lake of Steam for characters levels 1–4.
The North is populated with many peoples, amongst
them the savage and noble Uthgardt barbarians. The
August 19, 2009 balance of power is fragile in the wilderness. Is it
CORE1-14 What Storms May Come about to change? A Living Forgotten Realms adven-
Darkness and light struggle and heroes are once ture set in Luraur for characters levels 7–10.
again drawn to unravel the secret of the radiant
vessel. Can the truth be determined and the machi- About the Author
Originally thought to have been raised from a humble
nations of Szass Tam put to an end? This adventure is Midwestern family, Chris Tulach actually fell to Earth in
the conclusion of the “Radiance Against Thay” major a meteorite-shaped capsule f lung from a planet far outside
quest and sequel to CORE1-2 Radiant Vessel of Thesk our galaxy. While under the yellow rays of Sol, Chris’s
nerdity far surpasses that of any normal human. Using
and CORE1-6 Incident at the Gorge of Gauros. A Living
this precious gift only for good, he has become the D&D
Forgotten Realms adventure set in Rashemen and Organized Play Content Developer, responsible for the
Thay for characters levels 11–14. development and deployment of Dungeons & Dragons®
organized play programs. He is also the co-author of E2
Kingdom of the Ghouls.

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We’ve been having one of the


hottest summers on record Hot, Hot Days
of Summer
here in the Great Northwest,
but that’s nothing compared
by Bi l l S l av ic s ek
to the heat we’re generating for
Dungeons & Dragons. This time out,
I’m going to cover a couple of the hottest The Plane Below figure (including a beholder ultimate tyrant and a
balor), each booster contains four random figures
items currently scorching my desk and
Our next location-based product, exploring the drawn from the newest D&D products.
inbox. We’ll talk about the wicked cool planes of the D&D multiverse, hits in December Next month, make sure you get your copy of Dun-
D&D Monster Builder that went live last when The Plane Below: Secrets of the Elemental Chaos geon Master’s Guide 2, and look for a D&D Game Day
week. We’ll get an advance look at some releases. This book has a whole lot of excitement event in your area. Also in September, the Revenge of
of the things my team and I will be up to packed between the covers, and I couldn’t choose the Giants super adventure provides a great paragon-
at Gen Con in a couple of weeks. We’ll one bit to show off, so I asked Kim Mohan (Managing tier epic involving giants, elementals, and a waking
Editor extraordinaire) to pick his favorite bit for me. primordial. For D&D Insiders, next month also sees
touch upon some upcoming products that
Here’s what he provided. Enjoy! the premier of the exclusive player character class—
you should keep an eye out for. And then the assassin!
I’ll wrap it up with a look at The Plane
Upcoming Content
Below: Secrets of the Elemental Chaos. GenCon Here
Let’s get to it! Tomorrow, our new debut content goes live, and you
get the finished githzerai player character race to We Come!
utilize immediately. We listened to what you had to
We’ll be flying out to Gen Con in a couple of weeks,
say about the presentation of the psion, and we’ve
Monster made some major adjustments this time. You’ll get
and we can’t wait to meet up with all of you while
we’re there. We’ve got a full slate of seminars on tap,
Builder Beta the githzerai in the more familiar article-style presen-
as well as demos, RPGA events, and other surprises
tation, as well as in the D&D Character Builder, so
Last week, we quietly let the monster out of the bag … and activities throughout the Best Four Days in
reading and using the material should be a lot easier.
the D&D Monster Builder, that is. If you haven’t tried Gaming. During the show, I’m going to be revealing
This month, keep an eye out for Adventurer’s Vault
it yet, what are you waiting for? The D&D Insider a number of secrets, which will then appear here as
2. This is a product that every player needs, because
Studio has done a great job with this, and making news items for any D&D Insiders that aren’t at the
you can never have access to enough cool and power-
monsters—already a fun activity under 4th Edition— show. For example, I’m going to reveal that our next
ful items and equipment. Check out the neat group
becomes amazingly intuitive and easy with the new campaign setting, following on the heels of Forgotten
items for something new and different. Also, Monster
D&D Monster Builder. Try it out and let us know Realms and Eberron, is going to be . Then,
Manual: Legendary Evils huge miniatures boosters hit
what you think during this beta period. I might just talk about a special D&D
the shelves this month. In addition to the visible huge

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that Mike Mearls and I are designing for Primeval Ooze


Huge elemental beast (blind, ooze)
Level 24 Elite Brute
XP 12,100
Encounter Groups
release next year. Should I also talk about Initiative +17 Senses Perception +18; blindsight 20, Primeval oozes are usually solitary but can travel in
, , and tremorsense 20 pairs or small groups. Sometimes an ooze learns to
of ? I guess it depends on what kind of Seeping Sludge aura 3; the aura’s area is difficult terrain.
share the territory of certain elemental creatures,
Any creature that has a critical hit scored against it while
mood I’m in during the seminars. We’ll see … realizing that leaving this prey alone ultimately
within the aura is knocked prone.
HP 556; Bloodied 278 brings it more food.
Primeval Ooze AC 36; Fortitude 40, Reflex 36, Will 37
Immune gaze, poison; Resist 30 acid
The viscid and mutable primeval ooze is a primi- Level 23 Encounter (XP 28,350)
Saving Throws +2
tive form of life, an acid-filled amoeboid blob. Ever Speed 5, burrow 5; see also engulf ✦ 2 blood fiends (level 23 soldier, MM 12)
hungry, it bubbles with envy of all more advanced
Action Points 1 ✦ 1 great flameskull (level 24 artillery, MM 109)
m Pseudopod (standard; at-will) ✦ Acid
creatures. ✦ 1 primeval ooze (level 24 elite brute)
Reach 3; +27 vs. AC; 3d8 + 9 acid damage, and the ooze
slides the target 2 squares.
M Engulf (standard; at-will) ✦ Acid In Case You Don’t Know Him
Primeval Ooze Tactics The primeval ooze attacks one or two Large or smaller Bill Slavicsek’s gaming life was forever changed when he
targets; +25 vs. Reflex (no attack roll required against an discovered Dungeons & Dragons in 1976. He became a
The ground surrounding a primeval ooze is covered gaming professional in 1986 when he was hired by West End
immobilized creature); the target is grabbed and pulled
in a slimy sheen, making enemies more vulnerable to Games as an editor. He quickly added developer, designer,
into the primeval ooze’s space. The target is dazed and
its attacks. Primeval oozes soften up their opponents takes ongoing 20 acid damage until it escapes the grab. and creative manager to his resume, and his work helped
shape the Paranoia, Ghostbusters, Star Wars, and Torg roleplay-
using torrent of slime, then engulf immobilized victims. A creature that escapes the grab shifts to a square of its
choosing adjacent to the primeval ooze. A primeval ooze ing games. He even found some time during that period to do
can move normally while creatures are engulfed within it. freelance work for D&D 1st Edition. In 1993, Bill joined the
Primeval Ooze Lore C Bursting Cyst (immediate reaction, when damaged by an staff of TSR, Inc. as a designer/editor. He worked on a bunch
of 2nd Edition material, including products for Core D&D,
attack; at-will) ✦ Acid
Arcana DC 24: Primeval oozes are weapons of Dark Sun, Ravenloft, and Planescape. In 1997, he was part of
Close blast 4; targets the triggering attacker; +25 vs.
the primordials, crafted from the earliest forms of Reflex; 1d8 + 6 acid damage, and ongoing 10 acid damage the TSR crowd that moved to Seattle to join Wizards of the
Coast, and in that year he was promoted to R&D Director for
life to consume servants of the gods. Only a few pri- (save ends).
A A Torrent of Slime (standard; at-will) ✦ Acid D&D. In that position, Bill oversaw the creation of both the
meval oozes were created. Most that remain dwell in 3rd Edition and 4th Edition of the D&D Roleplaying Game.
Area burst 3 within 20; +25 vs. Reflex; 1d8 + 10 acid
remote regions of the Elemental Chaos, but some lurk damage, and the target is immobilized (save ends). He was one of the driving forces behind the D&D Insider
in desolate wilds of the world, always on the hunt for Alignment Unaligned Languages understands project, and he continues to oversee and lead the creative
Primordial strategy and effort for Dungeons & Dragons.
prey. Though they are unable to speak, the horrors Bill’s enormous list of credits includes Alternity, d20
Skills Stealth +27
understand Primordial. Modern, d20 Star Wars, Pokemon Jr., Eberron Campaign Setting,
Str 25 (+19) Dex 21 (+17) Wis 23 (+18)
Arcana DC 29: A primeval ooze conceals itself in Con 28 (+21) Int 7 (+10) Cha 17 (+15) the D&D For Dummies books, and his monthly Ampersand (&)
column for Dragon Magazine.
a slimy place, such as a stinking swamp in Canaugh-
lin Bog, and waits for prey to come unsuspecting to
it. When roused, though, it roams the wastelands,
devouring everything it encounters—from puny gob-
lins to mighty dragons.

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