Dragon 363 EPIC VESTIGES
Dragon 363 EPIC VESTIGES
Dragon 363 EPIC VESTIGES
Dragon #363
The last 3rd Edition issue of Dragon rolls out in the next
several weeks. This issue, we’re stretching into the
middle of May, when we’ll launch the first magazine
content for the 4th Edition of D&D. In these next few
weeks, get your campaigns ready with a sneak preview
of 4th Edition epic destinies, and rules on how to
implement them as you wrap up your epic 3.5
campaigns. Plus, more Design & Developments are
incoming, featuring more information on a pair of martial
classes, more information on monsters, and a preview
of how magic item creation will work.
Classic Adventures, 4th Edition Style Remembering the
Dragon Features Dungeon Master
With the release of 4th Edition right around the Ampersand
corner, now is a great time to dust off the classic Bill reflects on Gary Gygax, as well as the many
modules you have in your collection. Come others that have touched his life and career
explore a few ways to use the material within through gaming.
those modules in a way that works with 4th
Edition.
Issue Archive
by Bill Slavicsek
by Mike Mearls
The Warlord
Three Commandments
Design & Development
Check out this first look at one of 4th Edition's all
new classes, complete with a few sample
powers.
by Rob Heinsoo
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Classic Adventures, 4th Edition Style
by Mike Mearls
With the release of 4th Edition right around the corner, now is a great time to dust off the classic modules you
have in your collection. There's something iconic and exciting about facing the famous D&D villains of the past.
By the same token, while a new dungeon provides a sense of mystery, a classic dungeon resonates with players
new and old alike.
This article takes a look at some of the iconic encounters from classic D&D adventures. While it might seem
simple to take the stats of monsters from older editions and replace or convert them with stats from 4th Edition,
the conversion process requires a little more creativity from a DM. The classic adventures were more than just a
series of monsters arrayed in rooms. They featured interesting NPCs, strange vistas, and other elements that go
beyond the monsters. Some of 4th Edition's mechanics, such as the rules for traps and skill challenges, give you
new tools to present threats to the party.
This article presents two encounters from previous editions with general notes on how to update them. The
methods presented here are by no means canonical. Think of it as advice from one DM to another. You might
find some of the ideas are perfect fits for your game, others might spur ideas for your own conversions, and still
others might not appeal to you. Adventure design is more art than science. Your methods don't matter so long as
you and your group have fun!
While Keep on the Borderlands breaks the maze down into four
encounters, in 4th Edition it's best to bundle the entire maze into one
encounter. There are two reasons for this move.
It makes a lot of sense for the minotaur to use hit-and-run tactics. The
minotaur knows the maze, the vermin that infest the place avoid the
beast, and the characters face a serious disadvantage in a running
battle due to the strange spell the maze places upon them. If you think
of the maze as one big encounter area, you can better see the
possibilities inherent in exploiting the minotaur's mastery of the labyrinth.
Exploring a maze can grow boring unless the characters face a constant threat. The knowledge that a powerful,
man-eating minotaur lurks around the corner helps increase the tension in the encounter and makes becoming
lost all the more dangerous. The PCs lack a clear escape route against a deadly foe.
The one drawback you face is that, should you map the maze out with dungeon tiles or a battle mat, the place
loses some its mystery. When you run the maze, use a combination of narrative description and tactical set ups,
particularly if the monsters attack the party, trade a few blows, then retreat around a corner. Once the monsters
are out of sight, pull away the tiles and describe the maze without miniatures and tiles. Laying out the map gives
the players a sense of perfect knowledge, and that's the exact opposite of what you want in a maze!
The Monsters
Both the fire beetle and stirge have entries in the Monster Manual. You can go ahead and use them as
presented. While fire beetles are low-level creatures, you can use large numbers of them to harass the PCs.
The minotaur is a trickier subject. The basic minotaurs presented in the MM work well enough, but this creature
has the potential to become a fun, long-running enemy. In addition, you might want to make him elite so he can
better face the party alone. Try using the rules for minotaur NPCs to create a minotaur fighter, probably around
5th or 6th level, along with a template from the DMG to make him a ferocious threat. The minotaur from Keep on
the Borderlands carried a spear, and there's no reason he can't carry a few javelins to harass the characters with
long ranged attacks. When allocating treasure, consider spending a parcel on a magic spear or a suit of magic
chainmail for the minotaur. Finally, give him a name, some personality traits, and a few distinctive traits. His
hit-and-run tactics might allow him to survive a fight with the party and return as a continuing menace. Perhaps
he is a servitor of whatever strange gods the priests of Chaos worship.
Level 5 Trap
Trap XP 200
A sense of timelessness descends on you as you find yourself facing yet another choice of going right,
left, or straight ahead.
Trap: The curse is an important part of the uncertainty and fear that the maze causes. The curse confuses
its victim's sense of time and direction, causing him to wander aimlessly and blunder into traps, ambushes,
and other threats. Even the most iron-willed adventurer suffers some of the curse's drawbacks. Only by
leaving the maze can a character escape its effects.
Perception
Characters can't use Perception to detect this trap.
Trigger
Any creature that enters the minotaur's cave is subject to this curse.
Attack
Immediate Reaction Melee
Target: The curse attacks each character in the maze at the start of his turn. The effects apply until the
curse's next attack or until the character leaves the maze.
Attack: +9 vs. Will.
Hit: The target is dazed and takes a -5 penalty to Perception checks and a -2 penalty to speed. In addition,
when he moves, roll 1d20. On a result of 9 or less, the character instead moves at half his speed in a
random direction.
Miss: The target takes a -2 penalty to Perception checks and to speed.
Effect: In addition to the curse's attack, any group moving through the maze has a chance to travel in the
wrong direction. When the group decides to take a turn, such as to the right or left, secretly roll 1d20. On a
roll of 11 or higher, the group actually travels in the opposite direction.
Countermeasure
The only countermeasure is to leave the maze.
Gary Gygax's G1 Steading of the Hill Giant Chieftain was the first
adventure published for the Advanced Dungeons & Dragons game.
If you feel like kicking off a 4th Edition campaign in the paragon tier,
it's a great choice to begin a campaign with a bang.
The steading requires smart play, careful planning, and the right mix
of caution and aggressive action from the players. The hill giants are
fearsome foes, and if the characters are too reckless, they risk calling
down the wrath of an entire fort filled with them. Since 4th Edition is
designed with an eye toward individual encounters, players who bring
several encounters worth of monsters on their heads at once are in
dire peril. For this reason, the steading is an excellent adventure for a
gaming group that prefers tactical and strategic challenges mixed with
intense combat.
The hill giant appears in the Monster Manual, providing the basic
chassis for the party's enemies. In addition, the earth titan, dire wolf,
various ogres and trolls, and storm giants all provide useful monsters
you can use as you adapt the adventure. You might need to advance
some monsters' levels, while the basic hill giant can use character classes to differentiate specific hill giants,
lieutenants, and the hill giant chieftain himself, Nosnra. In particular, a template is a good call for turning a basic
hill giant into the ferocious Nosnra.
The specific stats for the monsters in Steading of the Hill Giant Chieftain are perhaps the least of your worries.
The primary challenge presented by the adventure goes beyond a simple series of fights. As the characters
venture into the steading, they risk alerting the entire complex to their intrusion. Fighting a few hill giants at a time
is moderate challenge, but facing dozens of the brutes at once is a recipe for disaster. The characters must use
stealth, careful planning, and a few well-used spells and exploits to avoid drawing the giants' wrath before they
can whittle the brutes' numbers down to a manageable size.
You can handle this challenge in several ways. You might simply allow the giants in nearby rooms to make
Perception checks if the PCs start a fight. While this solution seems like an obvious choice, it plays counter to
one of the primary design conceits of 4th Edition. A single lucky Perception check could bring the entire fort down
on the PCs. This binary outcome, either the PCs remain hidden or the giants attack, runs counter to 4th Edition's
idea of slowing growing peril, as opposed to save or die spells and attacks.
Ideally, the players feel the tension and fear as their characters sneak through the fort. By tying their success to a
single die roll, you deflate much of the drama and uncertainty of the PCs' situation. The characters are either
safe, or they are in danger. In contrast, a skill challenge allows you to introduce variable levels of safety and
danger. The characters must fail several checks, or the giants must succeed in several of their own, before the
PCs trigger a wide-spread alarm. As the PCs sustain failures in the challenge, the giants become more and more
active, forcing the PCs to change their tactics. The characters might become more cautious, or they could decide
that acting quickly, decisively, and aggressively is the best response to the giants' growing alertness.
This skill challenge models the party's ability to move through the
steading, plus battle the guards as necessary, and avoid alerting the
place's guards and occupants. The characters can take actions that
decrease the steading's level of alertness, such as using Bluff to
convince the giants that any noise of combat they heard was simply a
scuffle between giants.
Setup: The giants live in an armed camp. While they are lazy and
would prefer eating, drinking ale, and napping to standing guard duty,
once alerted they are a powerful force. The characters must avoid
causing too many disturbances or the giants turn out in force to hunt
them down.
While the giants are dense brutes, they are not suicidally stupid. If the party tries to do the same trick multiple
times, the check to resolve it takes a -2 penalty for each time after the first. The giants can believe that the
guards in the next room decided to fight over a keg of ale, but the second or third fight is likely to arouse
suspicion.
Bluff: The characters can make noise to convince the giants that all is well, particularly after a
disturbance such as a fight. For example, the PCs can push chairs around, clink mugs together,
and mimic the sound of giants speaking or arguing. The giants in nearby rooms assume that the
sounds of a fight were merely an argument or a brief brawl amongst the giants, rather than an
attack by invading humanoids.
Dungeoneering and Nature: Both of these skills allow the characters to determine how best to
cover their tracks. For example, the characters could leave a slain giant in a pose that makes it
look like the brute fell asleep, slumped in his chair. The giants have poor organization and
discipline. A giant guard asleep at his post is nothing new.
Stealth: When all else fails, the characters can simply sneak through the steading. The sound of a
fight might draw attention to the characters, but the giants are slow to put forth any effort to track
down hidden foes.
Special Rules: This skill challenge works a little differently when compared to the typical challenge. The
characters gain defeats both for failed checks and for engaging in certain actions in the adventure, such as
fighting giants or leaving giant corpses out in the open. In addition, the characters can never completely defeat
this challenge. Instead, the challenge tracks the steading's level of alertness. The defeats accrued by the party
measure the steading's level of readiness.
0-1 Defeat: Bored and distracted by good food and drink, the giants pay no attention to their
defenses. The giants suffer -2 penalties to their Perception checks. They take no special efforts to
patrol the steading or search for intruders.
2-3 Defeats: A few of the more observant giants worry that someone has entered the steading, but
the tribe is not yet on a general alert. Nosnra assumes that any reports of suspicious activities are
the result of drunk guards overreacting to nothing. Still, the giants no longer take a penalty to
Perception checks and 1d4 hill giants walk the halls for the next hour. If these giants are attacked,
they run to warn Nosnra.
4-5 Defeats: The giants reinforce their guard posts. They now believe that they face intruders, but
are still too lazy and distracted to mount an active defense until they find indisputable evidence of
an attack. The giants sent to patrol the halls move through each guard post, making sure the
guards are awake. If they find evidence of an attack, such as slain giants, the characters
immediately gain two defeats.
6 Defeats: The giants realize that intruders are in the steading and take active efforts to root them
out. The giants all gain +2 to Perception checks. Any festivities, such as drinking, wrestling, or
other entertainments, come to a halt. The giants ready weapons and armor, while Nosnra
organizes active sweeps through the entire steading in search of intruders.
Important: This skill challenge is not meant as a crutch to replace logic or your own judgment as a DM. If the
giants uncover clear evidence of intruders, the characters immediately go to six defeats in this challenge. For
example, if the characters slaughter several guards and leave their corpses in plain sight, the next giants to enter
the room sound the alarm unless the PCs stop them.
Hopefully, the examples above give you some idea on how to approach converting classic adventures. Here are
some more ideas and thoughts on how to go about adapting adventures from your collection.
For terrain, read over the encounter area description and think about arranging the terrain so that it becomes a
dynamic part of the encounter. Keep on the Borderlands provides some good examples of this idea. In the temple
of evil chaos, the whirling sigils that entrance and charm PCs can slowly take effect during a fight. A charmed PC
might attack his allies until the PCs break the effect or drag their ally out of the temple.
Encounter Size: 4th Edition's scale of 5 feet to a square can lead to cramped, tiny encounters if you directly
convert maps from older editions. Before you run an adventure, sketch out each dungeon or encounter area on
graph paper and see how much room is available for maneuvering. Ideally, even when the party and their foes
are locked in melee there is still space for creatures to move around the battlefield and threaten either side's back
rank.
Large and Huge creatures present trouble, since they usually took up less space as miniatures in older editions
of the game. If you have the time, draw encounter areas on your battlemat or set up Dungeon Tiles. Place the
miniatures for the encounter on the area, along with minis for the characters, and see how crowded the area is.
Big creatures need a lot of room to maneuver. Try to avoid situations where a single fighter or paladin can either
lock down all of the monsters or set it up so that only one Large or Huge creature can make melee attacks
against him.
Remember, when converting an old adventure the goal is to evoke the adventure's feel, engage the players with
its story, and bring back (or create new) memories of the game. Don't mimic the adventure. Instead, find its most
important elements and express them using the 4th Edition rules.
Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes,
thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence
of one who will inform the Demoness Lolth! Evil to the core, Mearls is cunning, and if the situation appears in
doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining
new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them
continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will
be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Epic Binders
by Eytan Bernstein
Epic binders do something that most mortals would find insanity-inducing: bind powerful beings from beyond
space and time. These binders travel the world and the planes searching for entities forgotten or banished from
reality.
The epic vestiges found below are even more powerful than their nonepic counterparts, since they represent the
fractured remnant of a dead god that sacrificed itself for its people, the essence of a continent that an alien
creature consumed, the collective souls of the slain firstborn of an empire, or the displaced soul of an alien
harbinger of apocalypse. The nature of epic vestiges is similar to that of nonepic vestiges, but they are grander,
more tragic, and more terrifying.
Epic binders must take feats to gain access to epic vestiges. These feats represent significant personal
exploration and research, and each feat is a special bond with a strange being or presence beyond space and
time. Unlike nonepic vestiges, epic vestiges do not have effective levels. The power level of the feats is limited by
their prerequisites. For instance, a vestige feat that requires Knowledge (the planes) 28 ranks and the ability to
bind 8th-level vestiges can be taken only by a character of 25th level. The number of vestiges known by an epic
binder is limited only by the number of epic vestige feats she takes and her caster level.
Epic binders do not automatically gain the ability to bind multiple epic vestiges. For each additional vestige a
binder wishes to bind at the same time, she must select the Bind Additional Epic Vestige feat. Thus, the feats of
an epic binder are divided between gaining more vestiges, binding multiple vestiges simultaneously, and a variety
of other epic feats based on the feats listed in the Tome of Magic.
Epic Binder
Epic binders make pacts with the residual presences of beings and cosmic energies so powerful that these
energies would drive other beings mad.
Vestiges: Epic binders continue to gain the ability to bind additional nonepic vestiges simultaneously. At 25th
level, an epic binder can bind five vestiges at the same time. She can bind an additional vestige simultaneously
for every binder level beyond 25th (30th, 35th, 40th, and so on). In all other ways, this follows the rules for
binding additional vestiges as described in Tome of Magic.
Effective Binder Level: Levels taken in epic binder (and prestige classes that increase EBL) continue to
improve binding checks, ability DCs, durations, and other abilities based on EBL as described in Tome of Magic.
Epic vestige DCs are regulated by EBL in the same manner as nonepic vestiges.
Pact Augmentation: At 24th level, an epic binder gains a sixth ability from the pact augmentation list. She gains
additional abilities from the list every 4 additional levels (7 at 28th, 8 and 32nd, and so on). This functions in all
other ways as the ability of the same name described in the Tome of Magic.
Bonus Feats: An epic binder gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so
on). These feats must be selected from the epic binder bonus feats list below.
Epic Binder Bonus Feats: Additional Magic Item Space, Augmented Alchemy, Bind Additional Epic Vestige*,
Bind Additional Vestige*, Bind Amun-her Khepeshef "Desecrated Scion"*, Bind Gaia "Soul of the Land"*, Bind
Tkhaluuljin "the Cephalopocalypse"*, Bind Zuriel "the Bronze God"*, Damage Reduction, Dexterous Fortitude,
Dexterous Will, Energy Resistance, Epic Expel Vestige*, Epic Favored Vestige*, Epic Favored Vestige Focus*,
Epic Rapid Pact Making*, Epic Rapid Recovery*, Epic Skilled Pact Making*, Extended Lifespan, Fast Healing.
Each epic vestige feat requires an epic binder to have a certain number of ranks in a skill (always one from the
binder class list). These feats often have other esoteric requirements based on the nature of the feat -- the
acquisition of a certain relic, visiting another plane, paying respects at the site where the vestige died, or other
similar requirements. None of these esoteric requirements require additional feats -- maintaining the idea that
binder magic is supposed to be "the easy way to power;" they might require special quests or adventures.
Creating epic vestiges is more an art than a science. The guidelines presented in Design &
Development: Designing Your Own Vestige, Part 1, are still helpful, though epic levels are an entirely
different playing field.
At will or constant abilities should be the equivalent of 7th-9th level spells, though some lower
level spells are still appropriate.
Abilities with a 5-round delay should be about as useful and powerful as a high-level spell cast
by an epic wizard. This does not refer to epic spells. Rather, it compares to epic spell slots
used to cast nonepic spells with metamagic effects (such as an empowered, maximized,
quickened magic missile spell). This is just an approximation, but it is a good guideline for the
power level of these abilities.
Abilities that grant class features from another class (such a turning undead, sneak attacks, or
rage) should be about four levels behind what a character from that class gains. At the end of
the day, the design is more about how the whole package feels than a specific formula. If it
seems much more powerful than what another epic-level character of the same level can do, it
probably is (and should be adjusted accordingly).
The loss of the first-born sons was tragic, bringing an entire generation to its knees with depression and
desperation. To make matters worse, grave robbers and rival invaders desecrated the numerous new tombs,
destroying the sanctity of the afterlife of the dead sons. These spirits became furious: angry at the foreign god
and his people, enraged at those who betrayed them in their complacency, livid at the tomb robbers who
interrupted their after-life, the spirits appealed to the god of the dead, who agreed to banish them beyond space
and time, so that they would suffer no longer. These spirits were removed from existence as a single bound entity
known as Amun-her Khepeshef.
Special Requirement: You cannot bind Amun-her Khepeshef if you are currently suffering from any level drain,
negative levels, ability drain, or ability damage dealt by undead or by spells and spell-like abilities from the
necromancy school. Only living creatures can bind Amun-her Khepeshef.
Manifestation: When Amun-her Khepeshef manifests, a handsome tanned male warrior appears in a
sarcophagus, his body resplendent in gold and gems and surrounded by ritual accoutrements. The lid of the
stone sarcophagus lies broken on the floor several feet away. Suddenly, the warrior bolts upright in the
sarcophagus. He wails a scream of pain that sounds like the collective voices of men and boys. His body
explodes into overlapping images of thousands of men and male children of all different ages, their faces
jaundiced, their cheeks sunken, and their skin reeking of rotting death. They wail in unison for but a moment, and
then the forms merge back together into that of the warrior. The warrior lies back down into his sarcophagus, still
and dead.
Sign: You take on the look of the dead: jaundiced skin, sunken cheeks, bags under the eyes, and stiff
movements. You exude a faint odor of decay and preservative chemicals.
Influence: You cannot abide the presence of undead, necromancers, and death spells and effects. You seek
any opportunity to slay undead, and you refuse to work with anyone who you feel uses necromancy and death
effects. You are easily provoked by such individuals, seeing reasons to fight them that many miss.
Granted Abilities: While bound to Amun-her Khepeshef, you can release a powerful burst of positive energy
that heals the living and harms the dead, can function even while dead or dying, are immune to numerous death
effects and undead attacks and can grant this immunity to allies, and can generate an aura that enhances the
battle tactics of you and your allies significantly.
Burst of Life: As a standard action, you can release a 30-foot burst of positive energy centered on yourself. All
allies in the area (including you) receive the effects of a heal (healing 250 points of damage as well as receiving
the other benefits of the spell) and greater restoration spell (without an XP cost). Undead (and other creatures
harmed by positive energy) take damage from the heal effect. Once you have used this ability, you cannot do so
again for 5 rounds.
Delay Death: For a total time per day of 1 round per effective binder level you possess, you do not die when you
have taken enough damage to put you below -9 hit points, as if under the effects of a delay death(SpC) effect.
This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can
operate multiple times per day (up to the daily limit of rounds). In addition, while affected by this power, you can
continue to act normally, without suffering any of the limitations normally faced by a character at -1 hit points or
lower. If the duration of this power has elapsed and you are between -1 to -9 hit points, you stabilize at your
current hit point total. If it has elapsed and you have less than -9 hp, you instantly die.
Firstborn Guardian: You are immune to fatigue, exhaustion, ability damage and drain, energy drain, death spells,
magical death effects, and negative energy effects (such as from inflict spells or chill touch). You are also
immune to special attacks and abilities of undead that cause fear, disease, paralysis, or poison. All weapons you
wield (as well as natural attacks) are considered to have the ghost touch weapon quality. You gain a +4 sacred
bonus to AC against the attacks of undead. This is constant and does not require an action to activate. As a swift
action, you can extend the same protections to one ally per 5 effective binder levels you possess. This protection
lasts for 1 round/level. When it runs out, you must wait 5 rounds before activating it again.
Scion of War: You project a 60-foot aura that enhances the battle prowess of your allies (including yourself). All
allies within 60 feet receive double your Charisma modifier as a bonus on all bull rush, disarm, grapple, overrun,
sunder, and trip checks.
Even in the gargantuan stomach of the alien squid, Gaia continued to fight for her people, raking Tkhaluuljin with
sharp branches and rocks and inciting her surviving followers to use their magic against the entity. Gaia and
those that lived upon her could not save themselves, but they did destroy their captor. After a long drawn-out
fight, Tkhaluuljin was so injured that it could no longer control its flight. It plummeted into the ocean, killing itself,
Gaia, and her charges in the process.
Special Requirement: You must summon Gaia outdoors. She does not answer your call if you cannot see the
sky.
Manifestation: When Gaia manifests, a large green sphere appears where the sun (or moon) should be. The
surface of the planet slowly becomes more illuminated, its land masses and oceans more distinct. The light
intensifies until it is as bright as the sun. The planet explodes in a ball of fire and plasma, sending flaming
meteorites in all directions. In the afterimage of the explosion, the silhouette of a beautiful green-skinned woman
appears briefly, and then winks out. Left in the image's place is the ethereal silhouette of a vaguely female figure.
Sign: The hair on your face, head, and body takes on a greenish hue, as do the eyes and skin.
Influence: Never allow cruelty toward living creatures to occur in your presence. Seek out every opportunity to
destroy aberrations, constructs, oozes, and undead.
Granted Abilities: While bound to Gaia, you can gain potent advantages against unnatural creatures, gain a
connection to the land that enhances the senses, speak with and enchant living creatures, become immune to an
element, and regenerate wounds.
Earth's Fury: Your attacks and powers are more potent against aberrations, constructs, oozes, and undead. All
spells, powers, and abilities you possess have a +4 bonus to their DCs when used against creatures of these
types. You can freely use sneak attacks, critical hits, and precision damage against creatures of these types and
automatically confirm critical threats against them. Finally, you receive a +4 bonus to your AC and saving throws
against attacks made by creatures of these types.
Earthsense: You gain potent senses derived from your connection to the land. You gain darkvision with an
unlimited range, allowing you to see through both natural and magical darkness to the limit of your normal vision.
You gain scent and can track opponents by scent as if you had the Track feat. You receive blindsight out to 120
feet and tremorsense out to 60 feet.
Earth's Voice: You gain the Polyglot epic feat. You can also speak with plants (as speak with plants) and animals
(as speak with animals). These abilities are constant and require no activation. Any living creature that can hear
your voice must make a Will save or be considered to have an attitude of friendly toward you until you do
something to change this.
Elemental Fortitude: When you bind Gaia, choose one element from among the following: acid, cold, fire, or
electricity. You are immune to that element for as long as you are bound to Gaia. Once every 5 rounds, you can
spend a full round action to change your immunity to a different element.
Planetary Healing: You gain regeneration equal to 1 per 4 caster levels you possess. Thus, a 28th-level binder
has regeneration 7. You take normal damage from fire and acid. By touching an ally, you can grant her any or all
of your regeneration as a standard action. You can split your regeneration up among multiple allies, though each
additional ally requires an additional standard action. At any time, you can recall any or all points of regeneration
you have granted to your allies as an immediate action. Granting and recalling your regeneration does not
provoke attacks of opportunity.
For example, Leila is a 28th-level binder who has bound Gaia. This grants her regeneration 7. As a standard
action, she touches her companion Dinah, granting her regeneration 3. Three rounds later, she grants the
remaining 4 points of regeneration to her ally Rainer, keeping none for herself. When a great wyrm blue dragon
enters the fight, Leila decides that she needs all of the regeneration. She spends an immediate action, recalling
all of the points of regeneration for her own protection.
When Tkhaluuljin attempted to devour the land known as Gaia, it had no expectation that this land would be any
different than the others. It never really thought about what it was eating. Then, as it devoured that land, it could
no longer control its flight, so it plummeted into the ocean where it was torn apart from within. When it finally
exploded in a supernova, it destroyed everything within hundreds of miles.
Manifestation: When Tkhaluuljin manifests, a black rift opens in the air, absorbing all light in the area. All the
matter in the area -- trees, rocks, plants, animals, and even people -- appears to get sucked into the portal. A
strange slurping sound begins, followed by a flash of dark magenta light. When the light dissipates, the
tentacle-mawed head of an enormous squidlike creature emerges, followed by a bulbous translucent body. As the
rear half of the creature emerges from the rift, dark magenta light flashes again. When the light dissipates, you
see the rift hurtling toward you, imbuing you with the essence of destruction.
Sign: Your veins appear spidery and more pronounced, emitting a pulsing magenta light.
Influence: You can never pass up the opportunity to eat. This does not require you to eat food that you would
normally consider inedible, but you must consume 5 times the amount of food you would normally eat when not
bound to Tkhaluuljin.
Granted Abilities: While bound to Tkhaluuljin, you can project an aura of madness, fly with incredible speed
and accuracy, release a blast of stunning energy, and summon a dreaded sphere of annihilation.
Aura of Madness: As a standard action, you can project a 10-foot aura that drives others mad. All living creatures
who pass within the aura must make a Will save or become confused for 1 round per 5 caster levels you
possess. A creature that makes its saving throw cannot be affected by this power for 24 hours (though that
creature can still be affected by another binder's use of this power or by other forms of confusion). This is a
mind-affecting effect. You can suppress this ability as a standard action. If you suppress this ability, you must wait
5 rounds before you reactivate it.
Flight of the Alien: You can fly extremely fast and with perfect accuracy, gaining a fly speed of 150 feet with
perfect maneuverability. You also gain the Flyby Attack, Hover, and Wingover bonus feats (MM 303-304). Your
flight is graceful, but alien since it consists of a series of bizarre angles and undulating arcs.
Mind Blast: You can release a 120-foot-cone mind blast effect. Anyone caught in the cone must succeed on a
Will save or be stunned for 12 rounds. You must wait 5 rounds between uses of this ability.
Sphere of Annihilation: You can summon a sphere of annihilation (DMG 279) as a full-round action. You can use
it for a total number of rounds per day equal to your effective binder level, though these need not be consecutive.
You can use your Charisma modifier on your control check in place of your Intelligence modifier if you wish. You
can use a talisman of the sphere to augment your abilities as normal (and the sphere doubles your Charisma
modifier instead of your Intelligence modifier should you choose to use Charisma for control checks). You must
still make control checks to control the sphere as normal though you are immune to the effects of a sphere you
summon. This does not protect you from spheres summoned by others. If you summon the sphere, you cannot
summon it again for 5 rounds (regardless of the number of rounds you used it).
Sign: Your skin takes on a bronze sheen, your muscles expand and tighten, you appear more athletic overall,
and your posture changes as you hold your carriage proud and upright.
Influence: You must always intercede on the behalf of innocents when their lives are threatened. You also must
slay githyanki on sight and hunt them down whenever the opportunity presents itself. You never retreat from a
fight if you feel that leaving it would endanger innocents.
Granted Abilities: When you bind Zuriel, you can become a skilled warrior, employ powerful force effects,
enhance your existing pacts, and absorb the wounds of your allies.
Bronze Body: You can employ a Tenser's transformation effect for a number of rounds per day equal to your
effective binder level. Activating this ability requires a swift action that can be spent only at the beginning of your
turn before you do anything else. You can split the duration into multiple uses, however you desire. You can end
the effect as a swift action that must be spent at the beginning of your turn before you do anything else. If you
end this effect, you must wait 5 rounds before beginning it again.
Forceful Speed of Thought: You can create several powerful force effects with the speed of thought. You can use
a quickened empowered maximized magic missile, quickened wall of force, or quickened force cage as the
spells of the same names. If you use this ability, you must wait 5 rounds before using it again. You can only have
one of these effects in place at a time. For example, if you have employed a wall of force, you can't use the other
two abilities until the spell's duration elapses or you have dismissed its effect. You cannot use this ability while
under the effects of the bronze body ability.
Pact Fortification: Zuriel intensifies the bonds you've forged when making pacts. All benefits you receive from
pact augmentation abilities are doubled. Thus, if you have selected +5 hit points three times, you receive +30
extra hit points. If you have taken DR 5/-- (by selecting DR 1/-- five times), you receive DR 10/--.
Ultimate Sacrifice: You can absorb the wounds suffered by an ally. As an immediate action, you can take all
damage suffered by a single willing creature from one attack, spell, power, or ability. You suffer all the damage
and your ally is unharmed. You must be able to see the ally, but gain no special information about the nature of
the attack or how much damage it has caused. You can employ this power even if the attack would kill you.
Eytan Bernstein hails from exotic Long Island and spends his days writing and editing projects for numerous
game companies. In addition to his work on Dragons of Faerûn, the Magic Item Compendium, and numerous
other projects, Eytan serves as a partner and PR & Marketing Manager for Silven Publishing. Eytan enjoys
hunting for gems and minerals in rock quarries, studying religion and theology, composing music, and playing
with his many pets. For more information about Eytan, check out www.eytanbernstein.com. Send questions and
comments for Eytan here.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Epic Destinies in D&D 3.5
by Logan Bonner, Art by Eric Deschamps and John Moriarty
One of the new concepts of 4th Edition D&D is the epic destiny, which determines what you are fated to become,
your role on the stage of history, and how people across the planes will remember you for all time. Epic
characters are incredibly powerful, but those with epic destinies go beyond what normal people can even imagine
attaining. With an epic destiny, you might bind powerful artifacts to your will, fight back danger that would destroy
the world, attain divine power, find your place in a cycle of great heroes, become a force of nature, or become a
ghost story that gets told forevermore.
Immortality
Every epic destiny gives you immortality -- either true everlasting life or a legacy that will live forever. One way or
another, you will move beyond mortal affairs. You might leave the world, be reincarnated as a new hero, die a
glorious death, or enter the realm of the deities and assume divine power. This is the end of your adventuring
career, and it provides a satisfying ending to your character's story. Which is not to say that your story might not
have an epilogue . . . there are many ways you might return and find adventure once again. The forms of
immortality listed here include ways in which the DM might incorporate the legacy of your epic hero into a future
campaign.
Destiny Quests
You don't fulfill your epic destiny by chance or by gaining experience. Your final adventure, carefully crafted by
your DM, takes you on to immortality. If everybody in the group has an epic destiny (which is recommended if
you're using epic destinies in your campaign), the DM can end the campaign with one extraordinary adventure.
You'll be working toward your destiny quest in subtle ways long before you reach 30th level. Keep an eye out for
clues that might point toward your destiny quest.
You have many options when using epic destinies. Not every group wants to end the campaign at 30th level, and
not every DM wants to end a campaign in a way that will mesh with your destiny. All the details for immortality
and suggestions for destiny quests are entirely optional. What happens to you when you finish your destiny quest
(or if you just keep playing) is up to you and your DM.
Any effect that applies to class features also applies to epic destiny features.
Prerequisite: 21st level, any other requirements listed in the epic destiny's description.
Benefit: Choose an epic destiny. You gain that epic destiny's benefits at 21st, 24th, 27th, and 30th
level. When you have this feat, you do not gain additional feats at 24th, 27th, or 30th level.
Artifact Lord
The power of magic items lures you, and you learn to command them with great ease. When you hold an item,
you can trace the paths of the magic that formed it, and understand it like no one else -- not even its creator,
unless the creator also is an artifact lord -- is able to. The more you use magic items, the closer your connection
to them, and you gain the ability to protect them and even place your very soul within them. Eventually, even
artifacts consider you their master.
Artifact Lord
Level Benefit
21st Impossible activation, charge item
24th Disjunction ward
27th Soul transfer
30th Artifact dominion
Charge Item (Ex): At 21st level, you get the most out of
your magic items. Once per day as a swift action, you can
add one charge to an item that has charges or get an extra
use out of an item that has a limited number of uses per day. If the item has multiple functions that have charges
(such as a staff) or multiple functions that have a number of uses per day, you choose which one to increase or
restore.
Disjunction Ward (Su): At 24th level, magic items you possess are protected against magical disjunction. If an
effect (such as Mordenkainen's disjunction) would cause an item you hold, wear, or have on your body to
become nonmagical, you can choose to negate that effect (for your items only) and to cause the effect's caster (if
within line of effect) to suffer the effect himself. This feature also offers some protection to items you own, but
don't have with you. An item you own that is not being worn or held by someone else gets a bonus on its saving
throws equal to half your level.
Soul Transfer (Su): At 27th level, you can transfer your soul to an item when you die. This ability functions once
per day. When you are reduced to 0 hit points, choose a magic item you possess. Your body blazes with cold
blue light, then transforms into adamantine as the object becomes your soul's new home. As the object you have
a fly speed of 30 feet (perfect), though if you transfer into an item your body's wearing, you won't be able to
move. You can cast spells in this form, activate the item, and attack with it if it's a weapon (or similar item).
Anything you do using this item functions as it normally would, and you still count the bonuses for magic items
your body's wearing.
In this form, you can be attacked only as an item, not a creature (mind-affecting effects are an exception). If the
item is destroyed, you die.
Artifact Dominion (Su): At 30th level, you can call upon the power of various artifacts. An artifact called by
artifact dominion appears, assists you briefly, then returns to the location from which it came. Choose three of the
options from the list below. You can activate each effect once per day as a swift action. If at any time you
possess one of these artifacts, you gain one extra use of the listed effect (and the artifact dominion effect doesn't
prevent you from using the artifact normally).
Book of Exalted Deeds: You can use this effect only if you are lawful good, neutral good, or chaotic good. For 1
hour, you cast good spells and use good abilities at +2 caster level. During this time, you can also make a melee
touch attack that deals 1d6 points of damage per character level to an evil creature.
Book of Vile Darkness: You can use this effect only if you are lawful evil, neutral evil, or chaotic evil. For 1 hour,
you cast evil spells and use evil abilities at +2 caster level. During this time, you can also make a melee touch
attack that deals 1d6 points of damage per character level to a good creature.
Olidamarra's Dice: Choose a creature within 20 feet (or yourself). Roll 1d6 and consult the table to determine the
effect upon the creature. There is no saving throw.
Roll Result
1 -1 penalty on attacks, saves, and checks for 1 hour
Staff of the Magi: You gain spell resistance equal to 10 + your level for 1 hour, and you're invisible (as the
greater invisibility spell) for 5 rounds.
Immortality of Metal and Stone: With your destiny complete, you can rest in a new form that can survive for
eons, through any sort of calamity. You disperse your essence into artifacts of your own design. Perhaps you
transfer fragments of your persona to twelve amulets that wait to be picked up by the next generation of epic
heroes. Or you could become an adamantine vessel that travels the skies, using supernatural senses to seek out
danger and end it. Maybe your bones become artifacts, imbuing those who come upon them with some of your
power. And if your next campaign is a 4th Edition game, you can use the artifact rules (in the Dungeon Master's
Guide) to model your character's new incarnation.
Blade of Ragnarok
When powerful forces desire to end the world or to snuff out existence, you will be there. With power that is
destined to be under your command, you can fight off any threat. There is no danger you cannot face, and on the
battlefields where the fate of everyone and everything is decided, you will stand victorious. You can fight the most
powerful of creatures -- those regarded as invincible by almost everyone.
Blade of Ragnarok
Level Benefit
21st Unbreakable body, weapon of ruin
24th Slayer's fury
27th Unstoppable tenacity
30th Destiny strike
You also gain the ability to make a Sense Motive check (opposed by the target's Bluff) to determine the damage
reduction type (but not amount) of a creature you can see.
Slayer's Fury (Su): At 24th level, you gain the ability to make devastatingly accurate attacks. Twice per day as a
swift action, you gain a +20 luck bonus on all attack rolls you make on your current turn, and your critical hit
range is doubled. Furthermore, you suffer no miss chance on the attacks and can re-roll any 1 you roll on an
attack or damage roll.
Unstoppable Tenacity (Ex): At 27th level, you can fight when you should be dead. You don't die when you
reach -10 hit points. Instead, you die when you have negative hit points equal to half your full normal hit points.
Furthermore, you can keep fighting when you are below 0 hit points. When reduced to -1 or fewer hit points, you
automatically become stable and can choose to keep fighting. If you keep fighting while below 0 hit points, you
take a -1 penalty on attacks, saves, and checks.
Destiny Strike (Su): At 30th level, you can make attacks that strip away the defenses of powerful enemies. You
can use this ability three times per day. Before making an attack, you can declare it to be a destiny strike (a free
action). If you hit, the DM lists all of the following the hit creature possesses: damage reduction, fast healing,
immunities, miss chance (including from incorporeality), regeneration, resistance to energy, spell resistance, and
turn resistance. You can suppress one of those benefits for 3 rounds. If it has multiple types of immunities or
resistances, choose only one. The DM lists only the types, not the amounts. For example, the DM would tell you
a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10,
and spell resistance 35.
The Long Wait of Immortality: Your destiny quest has been fulfilled. Most likely, you fought off an evil that
could have destroyed your world, your plane, or all of creation. Your work done, you pass into hibernation in an
unknown place, sleeping until you are needed once more. You've become a legendary, godlike figure. The one
who is prophesied to return when needed once again. When another threat arises that is as powerful as the last,
you might rise to stop it . . . but you might need to be awakened. A group of adventurers could seek you out to tap
into the deep well of your martial power. And perhaps your new character can be one of these brave souls.
Demigod
Over the course of adventuring, you have attained some small degree of inherent divine power. This initial spark
is different from what divine spellcasters tap into, because it comes from within, not through worship or from the
great deeds you have accomplished. As you travel through this epic destiny, you gain a small following of
worshipers, which grows with each level until you become a full-fledged deity, and enhances your inherent divine
power.
Note that the demigod epic destiny does not use the
demigod traits outlined in Deities and Demigods. This is to
keep the demigod's abilities more in line with the rest of the
party, and for simplicity's sake.
Demigod
Level Benefit
21st Divine spark, death denied
24th Regenerative touch
27th Divine surge
30th Miracle
Death Denied: At 21st level, you become resistant to attacks that would instantly kill you. You gain a +5 luck
bonus on saving throws against necromancy effects and saving throws against massive damage. If you roll a 1
on one of these types of saving throws, you can re-roll the die. If you succeed on a save against a necromancy
spell, you suffer no effect, even if you would normally suffer a partial effect.
Regenerative Touch (Sp): At 24th level, you gain the ability to use regenerate at will (caster level 20).
Divine Surge (Su): At 27th level, you can restore yourself to fighting form. Once per day as an immediate action,
you can use this ability to restore yourself to full maximum hit points and gain the benefit of greater restoration.
Miracle (Sp): At 30th level, you can use miracle once per day. You choose what happens, using your own divine
power instead of making a request of a deity. You must still pay any XP and component costs required by the
miracle spell. Use your character level to determine the caster level.
Divine Immortality: When you reach the end of your destiny quest, you become a true deity (if a minor one).
Perhaps you create your own divine domain and portfolio, or perhaps a deity you had a close connection with
gives you a piece of his power in respect for your incredible service. You might want to design a divine portfolio,
holy symbol, and other trappings of your own faith before the campaign ends, and share those with the group
when you finish your destiny quest. When you reach godhood, the adventuring life seems quaint compared to the
power you wield. Your character's need to travel and battle mortal threats is finished, but her influence on other
adventurers might not be. Perhaps the deity you've become will even be a major player in your next campaign.
Eternal Hero
Over many eons, in many bodies, with many names, you have adventured and conquered. In an endless cycle of
death and rebirth, you have attained the name "hero" in many lands and many incarnations. When you die, you
always return again, as a new hero. You might be very different in each form, but a common thread binds one
soul to all these manifestations. You learn to draw on the strength and resolve of your past selves to fight off
death itself.
Eternal Hero
Level Benefit
21st Continual resurrection, death denied
24th Quickening
27th Eternal renewal
30th Nexus of many lives
Nexus of Many Lives: At 30th level, you can tap into the power of one of your past incarnations. You can use
this ability once per day. When you do, choose which incarnation to activate and use the effect listed. Upon
gaining this class feature, you must choose a weapon type for the warrior incarnation, the arcane spell for the
arcanist incarnation, the divine spell for the disciple incarnation, and up to three options for the traitor incarnation.
The Warrior (Su): Make a full attack as a standard action. For the purpose of this attack, you have a +25 base
attack bonus, a +11 Strength modifier, and a magic weapon with up to a +8 enhancement bonus and special
properties equaling up to a total +5 bonus equivalent (you must choose the weapon's bonus and properties when
you gain this epic destiny feature). You can apply any spells affecting you or feats you have to these attacks.
The Arcanist (Sp): Duplicate the effect of any 7th-level arcane spell from any class list. Your caster level is equal
to your character level for this spell. While casting this spell, you do not suffer arcane spell failure, you
automatically succeed on Concentration checks, and you gain a +10 bonus on caster level checks to overcome
spell resistance.
The Disciple (Sp): Duplicate the effect of any 7th-level divine spell from any class list. Your caster level is equal
to your character level for this spell. While casting this spell, you automatically succeed on Concentration checks
and you gain a +10 bonus on caster level checks to overcome spell resistance.
The Traitor (Sp): Duplicate the effect of any 8th-level evil spell from any class list. This can include spells that
can attain the evil descriptor if used in certain ways, such as summon monster spells, but must be cast as the evil
version if used in this way. When you use the traitor manifestation, you might become evil if you are not already.
Make a Charisma check (DC 20) after you use the manifestation. If you fail and are good, change the good axis
of your alignment to neutral. If you are not good or evil, change neutral to evil. Your caster level is equal to your
character level for this spell. While casting this spell, you automatically succeed on Concentration checks and
you gain a +10 bonus on caster level checks to overcome spell resistance.
Immortality in Rebirth: Despite your ability to avoid it, you will eventually face death. It might be from a foe too
powerful to overcome, but whom you might face again in another life. Or, you might have finished your destiny
quest and realized your work is done in this body and it is time to move on. In either case, your soul returns to its
true essence, and you experience, briefly, knowledge beyond all mortal ken. Then, you find yourself once again
in a new body. Does this manifestation know anything about its past lives now or will it learn more later on? Does
this form resemble the last or are they far different? All these might be questions to explore with your next
character.
Force of Nature
Your connection to nature has always been strong, but now it grows deeper still. Wherever you go, your essence
infuses the landscape all around you, and you are likewise affected by your surroundings. You can manifest the
power of the weather and call upon all the animal and plant life of the terrain to defend you or strike your foes.
The strength of stone, the fluidity of water, and the life force of the trees are all a part of you. In time, it becomes
difficult to separate you from the land, as it and your soul merge into one.
Force of Nature
Level Benefit
21st Boon of nature
24th Improved boon of nature
27th Storm suffusion
30th Environment shape
Boon of Storms: At will, you can use a swift action to tap into the power of lightning or wind. You can call down a
streak of lightning against a creature within medium range. It requires a ranged touch attack to hit and deals 1d6
points of electricity damage per two character levels. If you have the ability to wild shape into an elemental, you
can wild shape into any elemental with the air subtype (within the normal size and HD restrictions). If you're under
an open sky, you gain concealment (20% miss chance) while this boon is active.
Boon of Water: While this boon is active, you gain DR 3/magic and resistance to fire 10. If you have the ability to
wild shape into an elemental, you can wild shape into any elemental with the water subtype (within the normal
size and HD restrictions). While you are in an aquatic environment, you gain the benefits of freedom of
movement and water breathing.
Improved Boon of Nature: At 24th level, you gain access to one additional boon of nature.
Storm Suffusion (Su): At 27th level, you take on the form of an immense storm when you are in danger of dying.
When you are reduced to 0 hit points or fewer, you become a storm. This duplicates the effects of a storm of
vengeance, with the radius of the effect centered on the square where you were. Use your character level for the
caster level and your Wisdom modifier for the ability bonus. This effect lasts for 5 rounds (it's not dismissable
when used this way), at which time you return to your natural form at 0 hit points and become stable. You can
use this ability once per day.
Environment Shape (Su): At 30th level, you can assume the form of the terrain around you when you wild
shape. When you do so, choose one of the forms listed below that is applicable in your current environment. You
fuse with the terrain, taking up a 15-foot cube of space within the terrain type you choose (this cube must be
adjacent to you when you change shape). This makes you fill the same amount of space as a Huge creature, and
attacks against you can target any square in that space (though you don't take any of the modifiers for being
Huge).
You can "move" at your normal speed, though you're actually moving your essence from one part of the
environment to another. Consequently, this movement doesn't provoke attacks of opportunity.
Unlike with other uses of wild shape, your physical ability scores do not change and gear you wear still functions,
though you can't activate items. If you are targeted by a spell that would affect the terrain (such as transmute rock
to mud or whirlwind), you get a Fortitude saving throw. If you fail, you return to your natural form in a square
adjacent to the space you occupied as the terrain.
Form of Life: You must be in an area where plant growth is pervasive. You gain the benefits of boon of life (see
above). You can make a grapple check as a swift action that doesn't provoke attacks of opportunity. You can use
a slam attack as a swift action or a standard action. You can use control plants and entangle at will, as
supernatural abilities.
Form of Stone: You must be in an area where stone is common. You gain the benefits of boon of stone (see
above). You gain a melee touch attack that knocks the target prone. You can use this attack as a swift action or a
standard action. You can use earthquake as a supernatural ability, using your character level as the caster level.
You can do this once while in this form (returning to normal form, then using wild shape to return to form of stone
allows you to use earthquake again). You can also cast spells with the earth descriptor normally while in this form
(as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Storms: Only while under an open sky, you gain the benefits of boon of storms (see above), plus the
following additional features. You gain a slam attack that deals 2d8 (plus your Strength modifier) points of
damage and knocks the target back 20 feet. You can use this slam attack as a swift action or a standard action.
You can use call lightning storm as a supernatural ability while in this form. This is an at-will ability, but you can
have only one in effect at a time. You can also cast spells with the air or electricity descriptor normally while in
this form (as the Natural Spell feat), and you use them as though you were three caster levels higher.
Form of Water: You must be in an aquatic environment. You gain the benefits of boon of water (see above). You
gain a slam attack that deals 2d10 (plus your Strength modifier) points of damage and knocks the target back 10
feet. You can use this slam attack as a swift action or a standard action. You can use waterspout (Spell
Compendium 236) as a supernatural ability, using your character level as the caster level. This is an at-will
ability, but you can have only one waterspout active at a time. Unlike the normal spell, this waterspout has a
10-foot radius and can suck in Large and Huge creatures. You can also cast spells with the water descriptor
normally while in this form (as the Natural Spell feat), and you use them as though you were three caster levels
higher.
Immortality of the Earth and Planes: Your life force pulses with the rhythms of the natural world, and in time
you can no longer tell which is which. Your essence flows from place to place in the world, and from plane to
plane. You see many things, but care little for events that don't harm the plants and animals of the planes. Over
the eons, your name becomes forgotten -- heard only in the rustle of leaves, the crash of thunder, and the
babbling of brooks.
Mythic Shadow
Legends of your exploits have traveled the world, but they seem so unreal that most consider your very existence
a rumor. An enemy might, if he's lucky, catch a glimpse of you in the shadows before he feels your blade in his
back. Those who bring the fight to you find you an elusive opponent -- almost impossible to keep in one place or
to hit effectively. Being a mythic shadow means you won't get all the glory you deserve, so you'll have to take
comfort in being the one person who knows how good you really are.
Requirements: 21st level
Mythic
Shadow
Level Benefit
Improved precision damage, phantom
21st
visage
24th Spectral stride
27th Spurn death
30th Shadow strike
Spurn Death (Su): At 27th level, you can usually avoid being killed or disabled. If you would be reduced to 0 hit
points or fewer by an attack or die from massive damage from an attack, you can use an immediate action to
attempt to spurn death. You have a 50% chance to avoid all damage from the attack.
Shadow Strike: At 30th level, your attacks with weapons, natural weapons, or unarmed strikes become touch
attacks.
Immortality in the Shadows: Many characters who achieve their epic destinies leave the world, but you might
not want to. Ageless and always concealed from sight, you can find out many things you're not supposed to
know. There are still so many places to go and things to see that you might not tire of earthly delights for some
time. Occasionally, you might even hear a story about yourself and your exploits. Perhaps you'll even spread a
few rumors of your own. There's something satisfying about watching tales of your legendary deeds grow and
become well-known legends, and if there are a few exaggerations here and there, who does it hurt? When the
bards sing tales of your first adventures, even if you're actually 3 feet shorter than they say and you didn't really
kill 800 orcs with one swing of your blade, it still feels like old times. In time, as your tale becomes taller and taller,
you can no longer remember whether you're a real person, or just an old story.
If you decide to use epic destinies in your campaign, you'll need to dedicate yourself to working closely with your
players, and you may possibly need to give up some of your control as a DM (but if you're playing epic level,
you've probably gotten used to that anyway). The epic destiny a player chooses gives you a good idea of what
she expects to get out of the final stages of a campaign.
As a DM, epic destinies are a great tool for crafting the last adventures of your campaign. If you've already plotted
out the endgame, try tying destiny quests into the story. Let's say you're using Atropus from Elder Evils as a
threat in your game (either a version you've modified to epic levels or one you're fighting using the "Non-Epic Epic
Destinies" variant). This undead planetoid can obliterate all on an entire world if it's not stopped. A blade of
Ragnarok character thrills at the prospect of a battle to decide the fate of the world. The force of nature must stop
the destruction of natural life. The demigod sees the failure of the deities to stop the incoming destruction, and
vows to become a deity who will be prepared for such extreme dangers. The eternal hero's previous incarnation
is the one who inadvertently called Atropus to your world, and must stop the creature to redeem himself.
The immortality section of each epic destiny also includes ways you can create continuity between campaigns.
By linking the epic characters from previous campaigns to your next campaign, you can give players a sense of a
larger world and give their characters a more important role within it. This approach works especially well if you
plan to do multiple campaigns in the same world.
Here are some suggestions for engaging characters who are using epic destinies in your campaign.
Item-related hooks can draw in the artifact lord player. You can use an artifact lord character to bring artifacts into
your game.
The party finds a deck of cards that looks much like a deck of many things. However, instead of the
normal faces, each of the 22 cards has a message scrawled on it describing a mission. The PCs find that
if they complete a mission, the message transforms into a single letter. What could the 22-letter message
be?
One of the artifact lord's items, which seemed to be a normal magic item, suddenly becomes intelligent. Its
personality seems benign, even helpful at times. But soon, other party members' items gain sentience,
too, and they all share the same personality. As it spreads, the items grow rebellious, but you can't get rid
of them. What is this being, and why is it taking over your items?
Combat and world-ending threats are compelling to a blade of Ragnarok. Only the biggest threats draw the notice
of such a powerful warrior.
Signs of deadly portent abound. The night sky is filled with strange phenomena, and a scourge upon the
land brings drought, famine, and disease (see "Signs of Apocalypse," Elder Evils pages 7-10). The signs
are clear, but there are so many. Is it possible many evils rise against the world at the same time?
There is not just one blade of Ragnarok, and their numbers are split. A blade of Ragnarok sits on the
throne of a small empire in the Outlands, far from other civilized life. He kidnaps beings from across the
planes and brings them here to serve as slaves. All manner of creatures from solars to titans to great
wyrm dragons toil, bound magically to his command. They carry out many schemes, and if the PCs can
follow them to the Outlands and slay the corrupt blade of Ragnarok, they can greatly influence the
apocalyptic battle.
Adventure hooks for demigods usually deal with existing deities and danger in good deities' domains.
Becoming a true deity requires great sacrifice and dedication. The existing deities devise challenges for
one who might join their number, and there's no guarantee that Ehlonna or Pelor will be any more lenient
than Hextor or Gruumsh. These challenges can be folded into other adventures (and much of the difficulty
lies in discovering when you are being challenged). Theme these challenges to the deities who chose
them. Kord might demand a test of courage in battle. Vecna might want the demigod to infiltrate the power
structure of one of his followers he suspects of deception. Fharlanghn might send the demigod traversing
across the planes, gathering dust or useless trinkets from every corner.
A deity needs to travel to a distant place. Perhaps it is beyond all the planes, in a place difficult for anyone
but a deity to fathom. Perhaps the deity needs to assume a less powerful form for some time. In any case,
it's too dangerous to let others know of the deity's absence. The demigod character must impersonate the
deity, see to the affairs of the divine domain, and generally maintain appearances. T his "trial run" for
godhood might come with unwanted surprises . . .
Since eternal heroes all have deep histories, it's easy to incorporate them into your campaign. Here are a few plot
hooks related to eternal heroes.
The PCs find a magic item or artifact that belonged to a previous incarnation of the eternal hero. Inscribed
on it is writing in a secret language only the eternal hero can understand. It warns of impending danger.
The eternal hero hears about a villain that gives her an odd mental image. She discovers she
encountered this villain in a previous incarnation. Perhaps this was someone the eternal hero was unable
to defeat, an undead form of the original, or even an "eternal villain" who will always return to plague the
hero.
The party encounters a descendent of one of the previous incarnations of the eternal hero. This
descendent wields some of the power of that incarnation. This could even be one of the PCs, if the
players are game.
The secrets of the natural world are known to the force of nature, and they can be a source of adventure ideas.
The grass, the animals, and the rock of the earth speak to the force of nature. Every place of evil, and
every dungeon in which aberrant creatures live, is like a disease in nature's body. Nature's life force is
growing dim and could be snuffed out. Eons ago, shards of a vast, green crystal -- a heart of the earth --
were wrenched from the earth and scattered into hidden places across the planes by vile beings. If the
PCs can recover the pieces and reform this nexus of nature's power, nature's resurgence can blot out the
grotesque mockeries that dot the surface of the world.
A powerful group of mind flayers (similar to the mind flayers of Thoon, Monster Manual V, pages
104-125) seeks a mysterious substance called "quintessence." It exists in many places, and the mind
flayers are willing to extract it even from living creatures. Every time they extract it, the earth -- and the
force of nature -- feel pain. The mind flayers are ruled by a thoon elder brain (MM5 144, advanced to 30
HD). The leaders of the group are ulitharid sorcerers (LoM 158), who aspire to gain even more power by
becoming alhoons (LoM 157) kept alive with quintessence. You can use advanced versions of the thoon
creatures as rank and file.
When a mythic shadow hears about an impenetrable fortress or well-guarded secret, she considers it a
challenge. Sometimes, the reward for pulling off an unlikely scheme is just being able to say you could do it.
The city of Sigil (Dungeon Master's Guide 167) is vast, and no one knows all its secrets. Several
centuries ago, a sage began recording every door in the city, and he actually almost completed his list.
However, he met with a messy end. His assassins failed to account for all his magical countermeasures,
and his vast folio of maps landed in the hands of the mythic shadow, for unknown reasons. It seems like
someone wanted to keep the sage from completing the list. Can the PCs discover why that is, and how
the mythic shadow became involved?
The mythic shadow walks the thin line between reality and legend, as does the Mazraghar Fortress.
Tales bandied about between epic adventurers say that the fortress was formed with giant bricks carved
from the substance of different planes and serving as a window into each. One brick is a slice of Arboria,
another a chunk of the Negative Energy Plane, and so on. The fortress was created by a great dragon,
and all his friends and allies died while building the fortress. When it was done, the dragon went inside
and hasn't left. He now sits, watching all areas on all the planes, but with no companionship. Stories
about the fortress are assumed to be fables, illustrating moral concepts about how ambition and power
bring only solitude. But the mythic shadow character is not so sure they aren't true. What kind of power
rests in Mazraghar Fortress? How can the PCs get there? And how does one get past a dragon who can
see all places?
Despite the name, it's possible to use epic destinies at non-epic levels. If you don't feel like playing in
an epic campaign, you can change the prerequisite of the Epic Destiny feat and the levels at which
you replace feats with epic destiny features.
Keep in mind that the epic destiny features are much more powerful below epic level! Your game
automatically has a higher power level than normal, and the power between characters is very
unbalanced unless every character has an epic destiny. You can use tougher monsters to
compensate, though you can give XP as though the monsters were lower CR to keep advancement at
the rate you want.
Logan Bonner joined Wizards of the Coast as in 2006 as an editor on Dungeons & Dragons. He had no
experience in the industry prior to joining Wizards, and marvels that his clever ruse has lasted this long. After
doing some class design work for 4th Edition on the side, he joined the mechanical design team. His previous
editing products include Magic Item Compendium and Monster Manual V, and he wrote about half of the
Eberron Survival Guide.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Penny Arcade/PvP Podcast
Episode 1
The folks at Penny Arcade and PvP sat down with R&D’s Chris Perkins to play 4th Edition Dungeons &
Dragons (for some of them, it was their very first game of D&D). How did it go? Well, they recorded the entire
session—which we’re thrilled to offer in episodic podcasts, along Penny Arcade comics commemorating the
game!
In this episode, the players make their most difficult decision: What to name their characters. And although they
don’t quite meet the infamous rat king, they do experience the horrors of a rat swarm.
Download
Download it now! (12.2 Mbs, 42:42 minutes) Click on the link to listen to the file in your browser, or
right-click Save As to download to your computer.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Havoc Orb
by the D&D Community (final stats by Robert Wiese)
Based on the results of the "You Craft the Creature" feature on the D&D website.
Shifting cogs and shining spindles comprise the body of this creature, but as they revolve to grip the
surrounding trees they become . . . unnatural. They ripple like flesh, passing through each other like smoke.
And in the middle of it all is a single glaring eye.
Havoc Orb CR 16
hp 204 (24 HD); DR 10/--
LE Large aberration
Init +3; Senses blindsight 60 ft., darkvision 60 ft., geometric vision; Listen +29, Spot +29
Aura wild magic
Languages Common, Fey
AC 20, touch 19, flat-footed 27; Dodge, Mobility
(–1 size, +3 Dex, +11 natural, +7 Int)
Resist acid 30, cold 30, electricity 30, fire 30, force 20, sonic 20, all other typed and untyped energy 20; 20%
chance to have evasion and mettle against any other spell, spell-like, or supernatural effect; SR 30
Fort +12, Ref +11, Will +16
Speed 20 ft. (4 squares)
Melee 2 claws +19 (1d8+2)
Space 10 ft.; Reach 10 ft.
Base Atk +18; Grp +24
Atk Options Combat Reflexes, Elusive Target
Special Actions eldritch blast 9d6 at will (+20 ranged touch, range 60 ft., can empower 3/day and maximize
3/day)
Spell-Like Abilities (CL 20th):
At will -- suggestion (DC 20)
3/day -- quickened greater dispel magic (dispel check +20), phantasmal killer (DC 21)
1/day -- displacement, good hope
Abilities Str 15, Dex 17, Con 18, Int 25, Wis 14, Cha 22
SQ blasphemous geometries, geometric vision, that won't work on me twice, wild magic aura
Feats Combat Reflexes, Dodge, Elusive Target, Empower Spell-Like Ability (eldritch blast), Leadership, Maximize
Spell-Like Ability (eldritch blast), Mobility, Quicken Spell-Like Ability (greater dispel magic), Supernatural
Transformation (eldritch blast)
Skills Bluff +24, Concentration +29, Diplomacy +32, Disguise +6 (+8 acting), Intimidate +8, Knowledge (arcana)
+31, Knowledge (dungeoneering) +19, Knowledge (nature) +19, Knowledge (the planes) +29, Listen +29, Sense
Motive +29, Spellcraft +36, Spot +29, Survival +2 (+4 on other planes, underground, and in aboveground natural
environments)
Advancement 25–48 (Large)
Blasphemous Geometries (Ex) Being an outsider from another dimension, the havoc orb's form does not
translate well on the Material Plane. It appears to be composed of obscene angles and planes, which makes it
difficult for natives to perceive. As a result of its alien nature, the havoc orb's body reacts strangely and
unpredictably to native objects traveling in normal vectors toward it. It gains a bonus to AC equal to its
Intelligence modifier (if positive). Also, any targeted ranged attack is automatically redirected to a random
creature within 100 feet of the creature (including the creature, and the originator of the attack if in range). Add up
the number of foes within 100 feet of the creature, add the creature, then randomly select a target. Area effects
are not redirected.
Geometric Vision (Ex) Since the havoc orb is from another dimension, its lines of vision are not direct. It can
see around corners and behind objects. Effectively, cover does not exist for purposes of hiding from the havoc
orb or for granting an AC bonus to the creature's attacks.
That Won't Work on Me Twice (Ex) Any time an effect or attack is used against the havoc orb, its internal
chemistry changes to stop such an attack from hurting it again. This ability grants it resistance 30 to acid, cold,
electricity, and fire, resistance 20 to sonic and force, and resistance 20 to all other typed and untyped energy
damage. Further, the havoc orb has DR 10/-- because it has adjusted to make itself resistant to weapon and
natural attacks. Lastly, there is a 20% chance that it has been targeted or affected by any other spell, spell-like,
or supernatural effect. If so, the creature is treated as having evasion and mettle (Complete Divine p50) against
that effect, whether the effect allows spell resistance or not. Additionally, during a current combat, it gains these
benefits against any magical effect used against it.
Wild Magic Aura (Su) The havoc orb is a natural conduit for wild magic. Anyone within 120 feet of the havoc orb
must make a DC 25 caster level check when casting a spell or using a spell-like ability. Failure means the spell is
affected as if it had been cast in a wild magic zone (see table on page 150 of the DMG). The havoc orb's
spell-like abilities are not affected by this aura.
The havoc orb is a living mechanism from a distant plane that leads retinues of evil fey creatures in a great effort
to eliminate all chaos from the multiverse, including life. It resents even the chaos of its fey retinue, but it suffers
them until all other chaos is eliminated because it plans to destroy them last of all.
Sample Encounters
A havoc orb and its retinue travel from place to place in the forests, and they have no fixed lair. In this way, it
serves as a moving ravager monster. Sometimes additional fey join the creature for short periods, so it can be
encountered with more powerful fey than normally found in its retinue.
Devastated Fey Grove (EL 16): A havoc orb and its retinue have overrun a grove where good fey, including
dryads, grigs, hybsils, nymphs, and satyrs were at play. Now the good fey are in a fight for their lives, and losing
rapidly. Their only hope might be the PCs.
Lunar Madness (EL 17): Instead of its usual retinue, a havoc orb is using twelve lunar ravagers (Monster
Manual IV) to wreak destruction on a humanoid settlement at the edge of a forest. Perhaps the PCs are staying
the night there on their way to some other adventure.
Roving Rage (EL 18): Two ragewalkers (Monster Manual III) have joined with a havoc orb and serve as its
advance warriors. The ragewalkers attack first, followed by the more powerful members of the retinue, while the
havoc orb launches eldritch blasts at foes to draw them toward itself.
Characters with ranks in Knowledge (dungeoneering) can learn more about the havoc orb. When a character
makes a successful skill check, the following information is recalled (including that for lower DCs).
Knowledge (Dungeoneering)
DC Result
26 This creature is a havoc orb. It is a bizarre creature from a distant plane that loathes all life. It leads groups
of evil fey creatures and relies on powerful defenses. This reveals all aberration traits.
31 A havoc orb has a variety of spell-like abilities that it can quicken, empower, or maximize.
36 A havoc orb is well protected against most attacks, having damage reduction, spell resistance, and a special
ability to make itself immune to new attacks that affect it. Attacks directed at it are warped by its strange
geometry and sometimes redirected at its opponents.
41 Havoc orbs are conduits for wild magic, and spells cast at the creature can be warped in unknown ways if
the caster is not well focused.
Ecology
The havoc orb is a living mechanism. It is created in a factory on some distant lawful plane through an unknown
process. To create one, the very fabric of chaos from Limbo is taken and carefully urged into an order that is
metastable. It is because of this metastability that havoc orbs go mad when confronted with a non-ordered reality
that they must compute, calculate, and model internally.
Environment: The havoc orb is attracted to areas of higher natural chaos, such as forests. It also attracts chaos
to itself, which is why the fey are so enamored of it. Thus, it prefers forests and mountainous areas of wilderness
on the Material Plane. The creature perceives an inherent order in water, and so avoids lakes and seas, but a
havoc orb can easily adapt to living underwater, and in rare cases one might find one of these creatures under a
sea leading aquatic fey.
Typical Physical Characteristics: A havoc orb is a creature of spinning gears and spindles that moves with
precision. About 12 feet tall, its claws change as they come into contact with other creatures or matter to mimic
that material. The effect is hard to see because the appendages seem to ripple and vanish into whatever it is
touching. The creature's limbs phase through each other so that it can move perfectly, if slowly, without getting
tangled in its own legs. The limbs also phase through the central eye, which does not become insubstantial at all.
The central eye is the anchor for the creature on whatever plane it is on; without that anchor the creature would
reorganize its body to become part of the multiverse.
Alignment: These creatures are always lawful evil. They begin existence as lawful neutral creatures on their
home plane, which is a place of perfect order easy for them to understand. As soon as they experience any other
reality, they go mad and twist to evil. This may seem a stark contradiction to its body, but it is a creature of
perfectly ordered chaos and thus coexists with its own incongruity.
Society
No societies of havoc orbs exist. Each has its own retinue of evil fey followers, but they never associate with
others of their race because each is mad in its own unique way. Within that circle the society functions like any
other fey group would. The havoc orb does not pay any real attention to its retinue other than to shepherd it
along and lead it into combat.
Typical Treasure
Because havoc orbs don't have lairs, their treasure is all made up of jewels or magic items that can be carried
around. This treasure is always found on the members of the fey retinue, since the creature itself doesn't care
about or use magic items. Thus, the powerful members of the retinue usually have items that make up the value
of a standard treasure for EL 16 (28,000 gp). These usually include magic weapons, protective items, and ioun
stones. For some reason, ioun stones gravitate toward a havoc orb.
Creations of powers on Daanvi, these creatures are too lawful even for the Plane of Perfect Order. The essence
that powers them comes from Dal Quor itself, from deep within the dream-filled depths. Because of this, one sage
put forth the idea that the creatures are actually creations of the Quori.
The havoc orbs cross into Eberron when Daanvi is coterminous and then move to the forested regions of the
Eldeen Reaches and Karrnath. They are a constant source of worry and activity for the Gatekeeper druids.
Havoc orbs and their fey retinues live in the deepest forests of Faerûn, such as the Jungles of Chult, the High
Forest, and the Chondalwood. In the last few years, more and more of them have appeared, and they have
spread to smaller forests as they run into conflict with each other.
The Red Wizards, on learning of the existence of these creatures, have started experimenting on a small number.
Shorn of their fey retinues, they have little offensive power and are somewhat safe to keep in captivity.
Additional Feats
These feats are not presented in the core rulebooks.
Elusive Target (Complete Warrior): The Elusive Target feat enables the use of three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge
feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes
the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking
attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker
automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack
roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, its
second and subsequent attacks function normally.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out
of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does
not get a chance to trip you if your attempt fails.
Maximize Spell-Like Ability (Complete Arcane): Choose one of your spell-like abilities (subject to the
restrictions below) to use at maximum effectiveness up to three times per day (or the ability's normal use limit,
whichever is less). All variable, numeric effects of the spell-like ability are maximized, dealing maximum damage,
curing the maximum number of hit points, affecting the maximum number of targets, and so on. An empowered
maximized spell-like ability gains the benefit of each feat separately (getting the maximum result plus one-half the
normally rolled result). The spell-like ability you wish to maximize can be chosen only from those abilities that
duplicate a spell of a level less than or equal to 1/2 your caster level (round down), minus 2.
Supernatural Transformation (Savage Species): One of your innate spell-like abilities becomes a supernatural
ability. It is no longer subject to spell resistance, though it can still be suppressed in an antimagic field. Using this
ability does not provoke an attack of opportunity. The number of uses, if limited, does not change. The effective
caster level equals your total Hit Dice or the effective caster level of the original ability, whichever is higher.
Robert Wiese has been playing D&D since 1978 after he watched a game played in the car on the way home
from a Boy Scouts camping trip. He was fascinated, so he delved into this strange world of dragons and magic
and sourcebooks. Years later, he was hired to edit tournaments for the RPGA Network, and from there he
progressed to running the network after his boss was assassinated in the great Christmas purge of 1996. Times
were tough, but he persevered and brought the RPGA into a shining new era. Eventually he met a girl who liked
to play D&D too, and he left Renton for the warmth and casinos of Reno, Nevada. Now, he works in the
Pharmacology department of UNR, where he studies mouse foot muscles and the effects of RF emissions on
same, and teaches physics at Truckee Meadows Community College. He spends as much time as possible with
his wife Rhonda, son Owen, and daughter Rebecca.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Oligarchy of Mavet Rav
by Uri Kurlianchik
Art by Drew Baker
Cartography by Sean Macdonald
"Death is the thin line that separates the nobility from the common rabble."
-- Senator Ben Gufot
Sooner or later every adventurer has a brush with the authorities, whether they work for them to defeat some
great evil, flee the law after being framed for a foul murder, or simply pay their taxes. In most cases we assume
the government to be a benevolent monarchy or republic and the people to be normal and generally good folk.
But what if interacting with the government and the people is the hardest part of the adventure? What if simply
walking down the street is as challenging as surviving a trap-infested dungeon? This article explores such an
unorthodox regime and presents four NPCs for inspiration or immediate usage in your campaign.
There are two types of necrocracies: direct and indirect. In direct necrocracy, high offices and positions of power
are held by undead. This is most often found in evil, death-worshiping societies and frequently goes hand in hand
with the worship of demon lords and evil gods. A more subtle form of necrocracy is when all important decisions
are made after a consultation with the spirits of the dead. This type of government is most often seen in primitive
tribal societies where the spirits of the ancestors are revered as gods. In rare and desperate occasions a
good-aligned monarchy or democracy may seek the guidance of some legendary hero or ruler. Such
consultations are a dangerous business, however, since death changes the mind of even the greatest heroes in
deadly and unpredictable ways. . . .
A necrocratic city is constructed much like a normal city (see page 107 in Dungeon Master's Guide II for more
details) except for one major difference: the abundance of powerful supernatural beings, usually encountered
only in the deadliest of dungeons, eliminates many basic needs such as food, resources, defensible positions, or
even water. Why bother when you can simply conjure all these, or have your horde of mindless undead fetch
them from anywhere in the region? Keeping this in mind, you can place a thriving metropolis in the middle of a
lifeless desert; what nature lacks, the dead can provide with their magic and special abilities. In such a city, the
living citizens are completely dependent on the undead elite. The undead ruling class not only provides magical
guidance and protection, but also makes life possible in a hostile environment that would otherwise be
uninhabitable. However, these boons often come at a terrible price . . .
Most necrocracies are normal cities that for some reason (usually faith or occupation) are ruled by undead and
should abide by the rules presented in the Dungeon Master's Guide II. The status of the living inhabitants can
range anywhere from little more than cattle to equal citizens, although usually they are closer to the former.
Vampires need living people to guard them during the day and they need to feed on living inhabitants during the
night. Other undead, lacking the vampires' many weaknesses, still need mortals for various purposes: Mummies
feel that it is their duty to rule the living as intermediates between the gods and mortals; liches require mortals to
aid them in their magical research, more-often-than-not as expendable test subjects; and death knights simply
like to be surrounded by "fragile humanity" just to feel even more superior. In death-worshiping societies, the
living consider it a great honor to serve, or even be sacrificed, to their undead masters, believing that the living
are inferior and fragile and that undeath is the only true aim in life.
Cities ruled by undead against their will, on the other hand, are extremely oppressed and miserable, and they
resemble huge prisons or labor camps more than towns. A resistance movement of brave paladins and priests
aided by desperate citizens is as likely as a vicious secret police battling the popular resistance and keeping the
populous in the dark. It's important to remember that although most undead are evil, they are also usually
extremely powerful and inhumanly intelligent. They can prove a vital resource for any city willing to suffer the
company of unholy walking corpses. An army of undead almost always defeats any living army of equal size (and
uses the bodies of the slain to bolster its might). Politicians and diplomats who are likely to "live" for centuries can
develop plans of such complexity and intricacy that few mortals could ever hope to grasp them, let alone foil
them. Ageless wizards and priests can construct weapons and items of unspeakable potency, not caring for the
decades and life-force invested in creating them.
With such great prizes, even nations who don't worship death gods could be tempted to live alongside (or rather
under) sentient undead, even if it means putting their sanity and place in the next world at risk.
Lastly, it is important to note that different types of undead strive to create different societies and treat their living
subjects in different ways:
Vampires, prone to decadence, like to view themselves as the "aristocracy of the night" and the living as
"dumb sheep" to play with and later devour mercilessly.
Mummies see themselves as intermediates between the mortals and the gods and expect absolute
obedience from their worshipers. The faithful receive great boons, while faithless suffer the tortures of the
damned.
Liches usually delve into their magic studies and ignore their subjects while slowly sinking into madness.
If something is required of them, it is as likely to be met with genuine aid as with a finger of death.
Ghosts rule from the shadows, using their malevolence ability freely and treating their subjects like simple
"meat puppets." Spreading subtle fear and paranoia are likely to be their chief tools of oppression.
Death knight rulers, far rarer then other types of undead, are murderous tyrants who rule through violence
and intimidation. They create extremely militaristic societies bent on conquest and destruction of all that is
holy.
Below is an example of one of the most successful necrocracies in the world: the Oligarchy of Mavet Rav.
In most societies, death is considered a natural part of the cycle of life. Not so in Mavet Rav, where it is
considered simply vulgar and passé.
In Mavet Rav, there are two classes of citizens: the living Haim and the undead Almetim. The poor and
underprivileged Haim are those who cannot afford or fear the transformation to undeath. They cannot vote or be
elected to the Senate and can never receive public or military commissions. The best they can hope for is to
excel in their simple craft and die moderately wealthy. The Almetim are the rich and powerful nobility that holds all
positions of power and enjoy many legal privileges such as lower taxes and the right to own lands, study
necromancy, and bear arms. The rationale behind this discrimination is simple: The living are too fragile and
short-lived to make responsible decisions. How can you bravely command an army when a single stray arrow can
end your existence? How can you lead a nation if you can't expect to live more than a mere century?
Instead of families or clans, the Almetim have political parties, each with its own representatives in the Senate
and the army. New members are usually well-to-do and ambitious Haim who earned enough money and
reputation to join the parties or are living relatives of current Almetim who came of age.
The state religion is the cult of Wee Jas but most people are indifferent worshipers at best. Other religions are
permitted as long as they do not preach against undeath or necromancy. The church of Pelor is strictly outlawed
and its members are a hunted and persecuted minority.
Mavet Rav (Metropolis): Necrocracy; AL LE; 100,000 gp limit, no asset limit*; population 120,000; Mixed
(Almetim 17%, Haim 83% [96% human, 3% halfling, 1% other]).
*Under Mavet Rav laws, it is illegal to sell weapons, armor, or any noncurative magic items to living creatures.
Notable NPCs: The Living and the Dead
This section provides basic information about key NPCs in Mavet Rav, and the entries are limited to their names,
alignments, genders, races, classes, levels, and positions or roles in the city. Other details are left for the DM to
create so he can customize the NPCs as needed for his particular campaign. Note that some of these NPCs are
discussed in greater detail below.
Prominent Senators
Lokh Shov (LE male lich human necromancer 17), chairman of the Senate, oldest undead in the city.
Gami Bekh (TN female ghost rogue 4/diviner 11), head of Crypt Corruption Investigation sub-committee.
Adon Nadiv (CN male mummified human sorcerer 3/cleric of Wee Jas 5/true necromancer 6), advocate of
equal opportunity for undeath, leader of the opposition.
Col. (Ret.) Doker Believ (CE male death knight human fighter 12), deeply bigoted extremist who
advocates a crusade against all nonnecrocracies, has a phobia of holy symbols.
Hiroah Tazor (LE female vampire half-elf ex-paladin 6/blackguard 6), chief justice.
Ben Gufot (CE male vampire human bard 7/dirgesinger 4), national poet and rising flamboyant politician.
Dr. Anikhma Odim (TN female vampire human wizard 1/cleric of Boccob 7), pacifist and advocate of equal
rights for the Haim, married to Overseer Gamor Odim.
Prof. Tamid Rakhok (NE male ghost elf expert 7), in charge of budget distribution.
Prominent Overseers
Borlan Eviscus (LG male elf bard 5/ranger 4), chairman of the Overseers and liaison to the Senate, oldest
Haim in the city.
Naval Afel (CE male human fighter 7), secretly hates Haim and wants to become Almetim by finding out
which of the Overseers smuggles in refugees.
Gamor Odim (NG male human expert 7), pacifist and advocate of equal rights for the Haim, married to
Senator Dr. Anikhma Odim.
Seraphina Widehill (CG female halfling cleric of Yondalla 6), uses her position to illegally smuggle halfling
(and other) refugees into the city.
The Vigilant
Commissioner Akhen Zaduk (LN male human fighter 6/rogue 6), commander and brilliant investigator.
Capt. Devar Nil-Kham (TN male half-orc fighter 11), commander of the Night Watch, ex-con.
Dr. Kosem Ragil (NE male lich human wizard 9), head of Special Investigations Unit, reports on his
commander to the Crypt and vice-versa.
Capt. Khoker Boker (NG male half-elf rogue 10), head of Criminal Investigations Unit, always competes
against Kosem's unit.
Capt. Yom Balman (LG male human fighter 9), commander of the Day Watch.
Tatvev Kurbadion (LE male gnome expert 7), in charge of hiring outside help for the Vigilant and
conducting "unofficial investigations," corrupted and treacherous but gets the job done.
The Crypt
Lt. Gen. Yodekh Kola (CE male ghost human rogue 3/cleric of Nerull 3/master of shrouds 10),
commander, secret cultist of Nerull.
Col. Oosa Gadvar (LE male mummified fighter 6/blackguard 6), head of Almetim Crimes Investigation
department, often hires outside help.
Faceless (NE female human vampire rogue 5/Master of Masks 5), head of Counterintelligence
department, controls a vast network of agents both in the city and abroad.
Maj. Gen. Rosh Kaatan (LN male human vampire fighter 10), unambitious but loyal second-in-command.
Clergy
Matriarch Galeena Kugel (LE female lich human cleric of Wee Jas 14), high priestess of Wee Jas.
Golger Ze'el (LE male lich cleric of Hextor 10), high priest of Hextor, brother of Bar Ze'el.
Alina Littlebush (NG female halfling cleric of Yondalla 11), high priestess of the halfling community, known
for her lavish charity events that attract merchants, politicians, and Almetim alike.
The Scythe (NE male ghost cleric of Nerull 8), an insane prophet despised by Haim and Almetim alike.
Father Abon (LG male human cleric of Pelor 13), high priest of Pelor and head of the Shadowguard.
Gibor Gadol (LG male half-orc paladin 9/shadowspy of Pelor 6), the Shadow Guard's chief executioner.
Nakhima Patan (NG female half-elf paladin 7), Shadow Guard's chief recruiter and agitator.
Prof. Aben Lahud (NE male ghost elf diviner 15), rector of the Mavet Rav Arcane Institute, a famous
scholar and patron of adventurers.
Lt. Gen. Bar Ze'el (LE male death knight half-orc fighter 6/blackguard 6), commander of the Mavet Rav
Army, brother of Golger Ze'el.
Korin the Hammer (LG dwarf expert 13), legendry weaponsmith, one of the wealthiest and most
respectable Haim in Mavet Rav.
Shoalina Gr'destina (CE female drow cleric of Lolth 13), drow ambassador.
Madam Agony (CE female banshee), heads an elite brothel offering any kind of unnatural entertainment,
rumored to be a Crypt agent and assassin.
Although the past of this strange city-state is intentionally shrouded in mystery by its undead rulers, most sages
believe it to have started as a small community formed away from civilization by a cabal of undead scholars
wishing to escape persecution at the hands of their paladin enemies. In time, the cabal's wealth and power began
to attract local savages; some came because they viewed the newcomers as gods to be worshiped, others were
curious to taste the fruits of civilization, and still others came searching for an easy, albeit shackled, life.
Rumors of this safe haven began to spread across the world, whispered by madmen in dark street corners or
dreamed by lunatics in nightmarish temples until it became a beacon of darkness for all those who wished to
practice necromancy in peace. Many of the newcomers brought with them vast treasures and loyal henchmen,
who, in turn, brought their families or married the local "savages" who, by now, were quite civilized. By the time
the adjacent nations learned of this abomination it was too late -- what began as a simple experiment by a group
of undead was now a political and military force with which to be reckoned.
Today, Mavet Rav is a somber city of gigantic marble mausoleums and narrow streets paved with old, moldy
tombstones. A slight smell of decay always hangs in the disturbingly still air and even the living that crowd the
streets look somewhat pale and lifeless, as is dictated by the latest Almetim fashion. Because time is not an issue
for its undead rulers, Mavet Rav boasts some of the world's most breathtaking architectural monuments (notably
the various political parties' headquarters, the temples of Wee Jas and Hextor, and the Senate, which is
constructed from the bones of slain patriots). Despite its moribund appearance, Mavet Rav is a vibrant and
thriving society that attracts many specialists and adventurers from far-away lands in search of quick wealth or
simple sight-seeing. This success is partly the result of the abundance of powerful wizards and clerics in the city,
but mainly of the high level of discipline and organization of its living citizens, most of whom consider living under
the reign of undead a blessing rather than a curse.
Although the absolute majority of Mavet Rav's population is a pale, dark-haired human race descended from the
savages that once lived around the city, there are two notable minorities: a small but audible halfling community
calling itself Flower-on-the-Grave and about a thousand half-orcs, mostly employed in the city's military and
police forces. The government and law enforcement agencies of Mavet Rav are described in Exploring Mavet
Rav.
There are four entrances to the city, and each one is named after The Right to Retain Sentience: Unintelligent
each of the major undead factions and suitably decorated. Many undead must never be created from Mavet
retired generals demand that a fifth, death knight, gate be opened Rav citizens. Breaking these rules
somewhere in the wall. However, since priceless art adorns every guarantees destruction, no matter how
inch of the ancient walls and there are fewer than a hundred powerful or influential the offender is.
death knights in the city, the chances for their demands to be met
are slim. Punishments include fines, jail, forced labor
(often abused by rural Almetim to gain free
5. The Senate workers), symbolic scarification, execution,
Forty senators control Mavet Rav, and they are elected from the and, in rare cases, forced resurrection for
Almetim elite once every twenty-five years. Only those who have Almetim (humorously called "Haination").
been undead for a century or more and have a spotless past can
be candidates for this prestigious position. The Senate passes laws, heads the state, and appoints all military
and public officials.
Damage Reduction (Su) Ben has damage reduction 10/silver and magic. Ben's natural weapons
are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su) Living creatures hit by Ben's slam attack gain two negative levels. For each
negative level bestowed, Ben gains 5 temporary hit points. Ben can use its energy drain ability
once per round.
Blood Drain (Ex) Ben can suck blood from a living victim with its fangs by making a successful
grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each
round the pin is maintained. On each such successful attack, Ben gains 5 temporary hit points.
Children of the Night (Su) Vampires command the lesser creatures of the world and once per
day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard
action. (If the base creature is not terrestrial, this power might summon other creatures of similar
power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Create Spawn (Su) A humanoid or monstrous humanoid slain by a vampire's energy drain rises
as a vampire spawn (see the Vampire Spawn entry, page 253) 1d4 days after burial. If Ben
instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or
less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is
under the command of the vampire that created it and remains enslaved until its master's
destruction. At any given time Ben may have enslaved spawn totaling no more than twice its own
Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or
vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master
vampire can control a number of lesser vampires in this fashion. Ben may voluntarily free an
enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn
cannot be enslaved again.
Song of Sorrow (Su) Ben can evoke sorrow and lament in his enemies. To be affected, an
enemy must be able to hear Ben perform. The effect lasts for as long as the enemy hears Ben and
for 5 rounds thereafter. An affected enemy takes -2 penalty on Will saving throws and a -2 penalty
on attack rolls and weapon damage rolls. A successful DC 24 Will save negates the effect and
makes the character immune to Ben's song of sorrow ability for 24 hours. Song of sorrow is a
mind-affecting ability.
Song of Bolstering (Su) All undead within 30 feet of Ben gain a +11 bonus on their turn
resistance. The bolstering lasts for as long as Ben performs and for 10 rounds thereafter. Ben can
bolster himself in this manner.
Song of Grief (Su) Ben can inspire maddening grief in a living creature. The creature must be
within 60 feet of Ben and able to hear him. Unless the target succeeds on a DC 24 Will save he
becomes confused for as long as Ben perform and for 5 rounds thereafter. Song of grief is an
enchantment (compulsion), mind-affecting ability.
Song of Horror (Su) Ben can strike a horrifying chord in the hearts of his enemies. Any enemy
within 60 feet who can hear Ben must succeed on a DC 24 Will save or take 1d6 points of
Strength damage and 1d6 points of Dexterity damage. A creature that is affected by Ben's song of
horror or a creature that successfully saves against this effect cannot be affected by Ben's song of
horror for 24 hours.
Dominate (Su) Ben can crush an opponent's will just by looking onto his or her eyes. This is
similar to a gaze attack, except that Ben must use a standard action, and those merely looking at it
are not affected. Anyone Ben targets must succeed on a Will save or fall instantly under Ben's
influence as though by a dominate person spell (caster level 12th). The ability has a range of 30
feet.
Alternate Form (Su) Ben can assume the shape of a bat, dire bat, wolf, or dire wolf as a
standard action. While in its alternate form, Ben loses its natural slam attack and dominate ability,
but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in
that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial,
this power might allow other forms.)
Gaseous Form (Su) As a standard action, Ben can assume gaseous form at will as the spell
(caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect
maneuverability.
Spider Climb (Ex) Ben can climb sheer surfaces as though with a spider climb spell.
Skills Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense
Motive, and Spot checks.
Notes: Ben Gufot first became famous after writing an award-winning epic poem praising undeath and cursing
the cowardice and wretchedness of those who choose to die and rot. After the immense success of his poem,
Ben's life has been a meteoritic ascent from a humble tavern bard, to a respected member of the Crimson
Society, vampirehood, and, finally, the Senate.
Few know that the delicate and melancholic poet, whose works are widely read by Almetim and Haim alike, is a
sadist and a psychopath who enjoys terrorizing poor and defenseless citizens with a gang of like-minded vampire
spawn thugs. Since it is obvious that the crimes are being committed by Almetim and the victims so far were only
homeless and prostitutes, neither the Vigilant (which isn't supposed to meddle in undead affairs) nor the Crypt
(where Ben has many friends) investigates these terrible crimes.
6. The Crypt
The crypt is the secret police and intelligence agency designed to deal with crimes involving Almetim or "national
interests." This shadowy and powerful organization is commanded by the equally mysterious Lieutenant General
Yodekh Kola (see below) and its operatives are all Almetim (mostly ghosts and vampires). Unlike the Vigilant, the
Crypt is a secret organization acting above the law and often in the interests of its leadership rather than that of
the state. While dealing with matters of "national importance," its officers don't flinch from torture, framing
innocents, illegal imprisonment, and sometimes even outright murder disguised as an accident or a crime of
passion.
The Crypt is as much a tool of political oppression as it is an efficient police force dealing mainly with political or
supernatural crimes. Rumors of terrible deeds and unspeakable rituals taking place in this imposing building's
basements have spread, but all investigations into these claims ended with the investigator's unexplainable
disappearance.
Adventure Hook: The Crypt arrests the PCs for an imaginary crime, and they find themselves locked in a cell
with a Haim political activist. The warden hints that the PCs are supposed to murder him in "self-defense" during
the night or be tried next morning. Will the PCs choose to murder an innocent man, risk their lives in an attempt to
escape from the well-guarded Crypt headquarters, or try to prove their innocence before the Mavet Rav court?
Malevolence (Su) Once per round, an ethereal ghost can merge its body with a creature on the
Material Plane. This ability is similar to a magic jar spell (caster level 16th), except that it does not
require a receptacle. To use this ability, Yodekh must be manifested and it must try move into the
target's space; moving into the target's space to use the malevolence ability does not provoke
attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A
creature that successfully saves is immune to Yodekh's malevolence for 24 hours, and Yodekh
cannot enter the target's space. If the save fails, Yodekh vanishes into the target's body.
Manifestation (Su) Every ghost has this ability. Yodekh dwells on the Ethereal Plane and, as an
ethereal creature, it cannot affect or be affected by anything in the material world. When Yodekh
manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material
Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or
spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can
pass through solid objects at will, and its own attacks pass through armor. A manifested ghost
always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch
weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal
Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the
Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the
Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not
manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but
they work normally against ethereal targets. When a spellcasting ghost manifests, its spells
continue to affect ethereal targets and can affect targets on the Material Plane normally unless the
spells rely on touch. A manifested ghost's touch spells don't work on nonethereal targets. A ghost
has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar
when on either of these planes.
Summon Undead (Sp) One dead wraith, two greater shadows, four specters, four wraiths, or
four shadows. Duration is 15 rounds.
Horrific Appearance (Su) Any living creature within 60 feet that views Yodekh must succeed on
a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity
damage, and 1d4 points of Constitution damage. A creature that successfully saves against this
effect cannot be affected by Yodekh's horrific appearance for 24 hours.
Improved Summoning (Ex) Summoned undead gain +2 enhancement bonus on attack rolls and
damage rolls.
Rejuvenation (Su) Yodekh became a ghost because of his undying desire to gain strength
through blackmail and manipulation. In order to permanently destroy Yodekh, the PCs must make
his myriad dark and terrible secrets known to the wide public.
Notes: Yodekh Kola has been the commander of the dreaded Crypt for longer than anyone, living or undead,
can remember. His network of incorporeal spies and agents is so vast that many wonder if he serves the state or
the state serves him. Such speculations are never voiced, however, because just about anyone -- be it a poor
fish monger or a respected senator -- can be his informant . . . or victim. No one, however, not even his loyal and
patriotic second-in-command Rosh Kaatan (LN male human vampire fighter 10) knows the true scope of his
ambitions and foul treachery. For the glory of his true master, Nerull, Yodekh is planning to overthrow the
oligarchy and become a tyrant over a desecrated land of mindless undead. To further this purpose, he has been
secretly acting to weaken the Oligarchy and sow restlessness among the Haim for decades, all the while
strengthening the cult of Nerull in the countryside.
Because of his immense network of living and undead minions, nigh indestructibility, and the epic scope of his
vile machinations, Yodekh Kola is the ideal recurring villain for a campaign set in Mavet Rav.
7. The Vigilant
The Vigilant is the official state police force of the Oligarchy of Mavet Rav. It is headed by the brilliant
Commissioner Akhen Zaduk (LN male human fighter 6/rogue 6) and its members include about 3,000 Haim
veterans and a few dozens of Almetim wizards or sorcerers who aid in especially difficult cases.
The Vigilant's tasks are to keep the peace inside the city and countryside, be the first line of defense in case of a
sudden attack on Mavet Rav, and to investigate crimes perpetrated by or against the living. Arresting or
questioning any Almetim is outside of the Vigilant's jurisdiction as it is argued that a Haim, no matter how talented
or educated, can never fully grasp the complexity of even the least of the Almetim's actions. As soon as it
becomes clear that Almetim are involved in a case, the hated Crypt comes into the picture, which often brings the
two organizations into conflict.
Adventure Hook: A corrupt Vigilant investigator is bribed by Ben Gufot to frame the PCs for his latest murder
spree. Now, hunted by both mortal Haim warriors and mystical Crypt agents, the PCs must prove their innocence
and, hopefully, bring the real murderer to justice in a case that will truly shake the nation.
8. Overseer Offices
Haim interests are represented by ten Overseers elected annually in democratic elections in which every Haim
has the right to vote and be elected. In theory, the Overseers have equal administrative powers to the Senate,
but in reality their legal rights are sometimes trampled by oppressive senators when it concerns their political or
economical interests. Nevertheless, the Overseers are a powerful force in Mavet Rav politics and their views are
usually taken into account. Most Overseers are successful artisans or decorated veterans.
Adventure Hook: Mavet Rav suffers from a rain of holy water that leaves dozens of weaker undead destroyed
and hundreds damaged. This brings a wave of brutal repressions and riots against all the legal good religions in
the city, chief of which is the pacifistic cult of Yondalla. Fearing for her people, Overseer Seraphina Widehill hires
the PCs to investigate the case and discover the truth before it is too late. The true perpetrator of the attack is
Yodekh Kola who wishes to weaken the Almetim elite and draw the state into anarchy before starting his overt
revolution.
Mummy Rot (Su) Supernatural disease -- slam, Fortitude DC 22, incubation period 1 minute;
damage 1d6 Con and 1d6 Cha.
Necromantic Prowess +2 When Adon rebukes undead, casts a necromancy spell, or uses a
spell-like ability that mimics a necromancy spell, her effective caster level increases by 2.
Gibor Gadol CR 15
CC 75, 105
hp 90 (15 HD)
Male half-orc paladin 9/shadowspy of Pelor 6
LG Medium humanoid
Init +3; Senses darkvision 60 ft.; Listen +2, Spot +8
Aura anonymity, courage, good
Languages Common
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 armor)
Immune blindness, disease, fear
Fort +10, Ref +12, Will +11
Speed 30 ft. (6 squares)
Melee +1 warhammer of undead bane +18/+13/+8 (1d8+5/x3) or
+1 warhammer of undead bane +20/+15/+10 (1d8+7/x3) against undead
Base Atk +13; Grp +17
Atk Options Cleave, Power Attack, Strength Devotion, Sun Devotion, smite evil 2/day (+1 attack,
+9 damage)
Special Actions lay on hands (9 hp), radiance of Pelor 2/day, turn undead 4/day (+1, 2d6+7, 6th)
Combat Gear divine scroll of prayer, 3 potions of cure moderate wounds
Paladin Spells Prepared (CL 7th):
3rd -- cure moderate wounds
2nd -- bull's strength, resist energy
1st -- detect undead, protection from evil
Spell-Like Abilities (CL 15th):
At will -- detect evil , undetectable alignment
6/day -- zone of truth
2/day -- remove disease
1/day -- greater invisibility
Abilities Str 19, Dex 17, Con 12, Int 12, Wis 15, Cha 12
SQ personal eclipse
Feats Cleave, Deceitful, Power Attack, Skill Focus (Disguise), Stealthy[B], Strength Devotion*,
Sun Devotion*
Skills Balance +5, Diplomacy +3, Disguise +9, Forgery +3, Gather Information +13, Hide +17
(+20 when light is present), Listen +2, Move Silently +17, Sense Motive +8, Spot +8, Tumble +9
Possessions combat gear plus +1 glamered elven chain, +1 warhammer of undead bane
(disguised as a walking cane), gloves of Dexterity +2, periapt of Wisdom +2
Aura of Courage (Su) Beginning at 3rd level, Gibor is immune to fear (magical or otherwise).
Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if he is unconscious or dead.
Aura of Good (Ex) The power of a Gibor's aura of good (see the detect good spell) is equal to his
paladin level, just like the aura of a cleric of a good deity.
Shadow Apostle Gibor has attained the rank of Shadow Apostle within the Pelor's Shadow Guard.
He gains a +2 bonus on Intimidate checks against evil foes and a +2 circumstance bonus on Bluff
and Diplomacy checks when interacting with clerics and paladins of Heironeous and Pelor. Also,
his effective caster level for spells from the Good, Healing, Law, Strength, Sun, and War domains
is 8. He also gains the ability to use greater invisibility once per day (noted above).
Radiance of Pelor (Su) Twice per day as a swift action, Gibor can augment any or all light
sources within 60 feet (including torches, lamps, lanterns, and campfires, as well as objects that
are the target of a light spell and magic weapons that glow). The range of any light source so
affected doubles, and the effect lasts for 6 hours, or until the light source is extinguished,
whichever occurs first.
Aura of Anonymity (Su) When Gibor is walking in a crowd of ten or more individuals, he gains a
divine bonus equal to his shadowspy level on Disguise and Hide checks.
Personal Eclipse (Su) Beginning at 4th level, Gibor can manipulate the direction and intensity of
light. By redirecting and dimming ambient illumination, Gibor can cast shadows around his body to
better conceal his presence. Doing so grants him a circumstance bonus equal to one-half his
shadowspy level on Hide checks. This ability can be used at will but is effective only in areas
where light is present.
Notes: Gibor Gadol is the Shadow Guard's chief executioner, a tired and bitter man who has seen so much
death and destruction that he no longer cares about his church's high ideals or noble aspirations. Killing the dead
is all he knows. Lately, however, his conscience awoke when he was ordered by his superiors to slay Adon
Nadiv, the most prolific creator of undead in Mavet Rav. Although Adon is obviously nongood and has deprived
hundreds of people of blessed afterlife in Pelor's heaven, Gibor feels some strange respect and kinship to the
energetic mummy whom he has been stalking for years. Perhaps he can be talked into going through a
voluntarily resurrection. After all, Adon is not evil, only misguided. Maybe creating undead is not really as evil as
the church teaches. Meanwhile, Gibor watches and abides, slowly drifting away from Pelor and his high ideals
and into the realm of corruption and madness.
The abundance of priests and wizards in the army guarantees that all those slain in the line of duty will be either
raised from the dead or animated as intelligent undead (depending on the deceased's will), which considerably
raises the troops' morale by removing the fear of death.
When fully mobilized, the Mavet Rav army includes more than 25,000 mortal soldiers and about 4,000 undead
officers and specialists, most of whom have at least limited casting abilities. Hordes of mindless undead and
monsters are usually summoned before major campaigns or during sieges.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Remembering the
Dungeon Master
by Bill Slavicsek
Last week, as I was sitting in my office poring through almost a thousand pages of galleys, I heard the sad, sad
news that Gary Gygax had passed away. The news left me a little shaken, a little melancholy, and quite a bit
nostalgic.
All of us in any way associated with Dungeons & Dragons, computer games, or fantasy in general owe an
amazing debt to Gary. We wouldn't be here having this dialog if he hadn't come this way. As for me, I think very
highly of his work. D&D is the game that started it all, that gave me and my original gaming group thousands of
hours of fun and excitement, that opened and expanded my imagination. It was groundbreaking, innovative, new
... in short, for me and my players, it was amazing. It was everything I had ever imagined, given life and rules and
structure. It was story and game. It was -- pure and simple -- fun. Gary helped make that happen, and its creation
contributed mightily to my passion, my career, and the course my life has taken.
As I think about Gary's passing and recall my earliest memories of D&D, other memories well up and also
demand attention. They're all intertwined that way, I guess. I remember my old gaming buddies, lifelong friends
that time and distance have scattered to the four winds: Curtis Marz, Rich Odermatt, Charlie Adams, John Hardy,
Scott Trantel, John Colon, and Paul Balsamo, among others who came and went over the years.
I remember other creators and their creations, whose work was just as important and influential to my life: Stan
Lee, Jack Kirby, John Romita, Chris Claremont, John Byrne, Stephen King, Terry Brooks, and George Lucas,
among others.
I recall other names associated with the earliest days of D&D, many of whom later became colleagues and
friends, including Dave Arneson, Zeb Cook, Jeff Grubb, Tracy Hickman, Harold Johnson, Frank Mentzer, Kim
Mohan, Jim Ward, Margaret Weis, Skip Williams, and Steve Winter.
I remember my first colleagues in the industry, the team at West End Games that taught me my first lessons as a
professional game designer, including Greg Costikyan, Eric Goldberg, Paul Murphy, Jeff Briggs, Doug Kaufman,
and Greg Gorden.
I think of Gary and my discovery of D&D, and all these other memories flow out. Memories of exciting adventures.
Memories of wonderful products. Memories of names on covers and in credits. Memories of meeting many of
those people and never losing the awe and wonder (but always struggling to remain professional, even while the
kid inside me shouted with glee).
And then I think of how it takes something like the passing of a friend to bring all these memories to the forefront.
That's why I decided to write about not only Gary, but all the other names I associate with him because of where
they all sit in the photo album of my mind. And I want to send out a thank you to all of them. All those I mentioned,
all those I left out but whose memories fill just as many pages in my virtual album. I want to thank them for
inspiring me, entertaining me, challenging me, and for being my friends and companions. I want to thank them
now, while I still can, because you never know what tomorrow will bring.
Thank you, Gary. And thank you, friends past and present and future. And thank you, everyone who ever
inspired me and entertained me and challenged me and made a difference in my life.
Keep playing!
--Bill Slavicsek
Bill Slavicsek is the R&D Director for Roleplaying Games, Miniatures, and Book Publishing at Wizards of the
Coast. All of the game designers, developers, editors, book editors, and D&D Insider content managers working
on Dungeons & Dragons, Star Wars, and the WotC Publishing Group report into Bill's R&D team.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Scoop on D&D Insider
by Bill Slavicsek
D&D Day is fast approaching, and along with the cool analog products we’re releasing for 4th Edition (game
books, miniatures, dungeon tiles, novels, etc.) comes the initial rollout of Dungeons & Dragons Insider. We’ve
been talking about this exciting suite of digital offerings since the announcement last August, and now the first
stage of the project is about to kick into high gear.
It all starts with the switch from preview content and 3.5 content, to all-4th-Edition all-the-time in our online
magazines, Dragon and Dungeon. New articles, features, and adventures will roll out every Monday,
Wednesday, and Friday, and then the entire month’s content will be collected into a full-sized digital magazine.
Between the two online magazines, that’s the equivalent of an extra full-sized D&D game supplement every
month—and that’s just for starters! D&D Insider will eventually also include an ever-expanding suite of player
and DM tools, a game table, and other features that make it a compelling destination for all D&D fans.
D&D Insider’s free beta period coincides with the launch of 4th Edition. You get to try out the first digital
components without paying the subscription fees, and you can provide feedback to help us improve your
experience. The initial rollout includes Dragon and Dungeon online magazines, and the D&D Rules
Compendium. This powerful online resource for players and Dungeon Masters alike will be updated with each
new D&D release (whether it’s an analog game product or a digital magazine), making it the place to go in order
to find what you need, when you need it.
As other components become available, including client-based applications such as the D&D Character Builder
and the D&D Game Table, they will be added to the mix. I’ll talk more about these digital offerings in my next
column.
When the initial beta period comes to an end, subscription rates will go into effect. Initially, we’re going to roll out
a special, limited-time introductory pricing offer. Those who get in on the ground floor will be able to take
advantage of some great deals to gain access to D&D Insider and all its great features. After this introductory
period, the regular subscription pricing that we’ve previously announced will go into effect: $14.95 per month,
with discounts for longer subscription commitments.
So, get ready to sign up for your free D&D Insider beta account. Read the articles, use the material, experiment
with the Rules Compendium—and provide us with the feedback we need to make these components even
better.
Online Magazines
With the launch of D&D 4th Edition, the analog products and the digital offerings combine to make for a more
intense and extensive D&D experience. This is initially most clearly seen in Dragon and Dungeon online
magazines. If the analog book product is the first disc in the two-disc DVD that is D&D, then the online magazines
are the bonus disc. The book (say, the Player’s Handbook) is the movie, the feature film. Dragon and Dungeon,
then, are the extras—the deleted scenes, the documentaries, the alternate endings, the commentaries. Of
course, this is just an analogy, the reality is even better.
Each online magazine includes material written by a combination of my in-house design and development staff,
well-known freelancers, and talented newcomers from among the D&D fan base. That material is then subjected
to the rigorous development process that all of our analog products go through, a process headed up by Mike
Mearls and the D&D developers. When we reveal an article or an adventure, it stands side-by-side with our
analog products as official, fully developed D&D canon.
Both magazines have been artistically redesigned to mirror the look of the 4E analog products while maintaining a
magazine feel. In their new format, every article can be downloaded as a PDF or opened in a browser window for
immediate viewing. Then, an issue’s worth of content is compiled into a collected PDF.
Dragon will be the place for players and DMs to find behind-the-scenes features, design and development
secrets, product expansions and extras, and new rules mechanics. Dragon content also focuses on adding new
elements and options to your game. We’re even going to use Dragon to show off new classes and races before
they appear in a future Player’s Handbook, basically revealing them in playtest mode so that you can help us get
them ready for wider distribution. That’s one of the perks of being a D&D Insider—you get to help shape the
future development of the game.
Dungeon will be mostly the purview of Dungeon Masters, featuring side treks, adventure hooks, and full-length
adventures to supplement our analog adventures and your own creativity. The goal of Dungeon is to make the
DM’s life easier. I’ve seen some of the stuff that Chris Youngs has planned, and I can’t wait to try it out on my
gaming group.
What you’ve seen since the announcement has been just the tip of the iceberg. The magazine content has been
geared toward teasing and previewing the upcoming edition. When the new edition arrives, everything changes.
The magazines take on all the depth and crunch we’ve been promising, and the cycle of D&D 4th Edition really
kicks into high gear. It’s a cycle of analog products complemented by digital offerings that, in turn, influence
organized play and are reflected in a vibrant community that provides feedback and suggestions—that leads to
the next analog product, and the ongoing cycle of 4th Edition.
This is the vision I pitched three years ago. This is the vision that my team and the support teams throughout
Wizards have been working to bring to fruition. This is the vision that’s about to become reality… at least, the first
stage!
I can’t wait.
Keep playing!
--Bill Slavicsek
Bill Slavicsek is the R&D Director for Roleplaying Games, Miniatures, and Book Publishing at Wizards of the
Coast. All of the game designers, developers, editors, book editors, and D&D Insider content managers working
on Dungeons & Dragons, Star Wars, and the WotC Publishing Group report into Bill's R&D team.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Traveling Show
by Bill Slavicsek
You may have noticed that my column is a little late this month. That's because things have been even crazier as
we get closer and closer to the launch of D&D 4th Edition. I spent a lot of this past month on the road. It started in
early April with a trip to I-CON at Stony Brook University in Long Island, New York. Mike Mearls and I gave a 4E
Preview Seminar to a packed hall, ran a bunch of demos, and talked to very enthusiastic fans. We had a
wonderful time, met lots of wonderful people, and had a lot of fun showing off the new game system.
Then I traveled to Los Angeles with The Rouse and Chris Youngs, to hold a series of press conferences with
various media outlets including the gang from G4's MMO Report. We talked all about 4th Edition, including the
physical products and the digital offerings, and showed off the latest versions of the D&D Game Table and D&D
Character Visualizer. These components are getting closer and closer to completion with each iteration, and I
can't wait to start playing for real with the release versions. Soon, soon.
Finally, last week I was at the GAMA Trade Show in Las Vegas, showing off the first production copies of the
three core rulebooks (Player's Handbook, Dungeon Master's Guide, Monster Manual), H1: Keep on the
Shadowfell, and the new D&D Dungeon Master's Screen. I'm happy with the finished products, and everyone
who came by and spoke to me seemed enthusiastic and excited as well.
This month, I also ordered the D&D Insider team to ramp up the preview content and show off the system. We've
been releasing artwork and key sections of the core rulebooks three times a week, and the response continues to
be great. We're closing in on D&D 4E Release Day (June 6th) and D&D Game Day (June 7th) -- and I can't wait
for the products to hit the stores and for people to start playing! Soon, soon.
Campaign Settings
I wanted to take a few moments to clarify what I said at GTS last week. In regards to campaign settings, our goal
for this edition is to make each setting we release unique and exciting on its own while still making it usable in
any D&D campaign. Now, what exactly does that mean?
You wouldn't believe how many times over the years I've heard people say "I play in [insert favorite campaign
setting here] so product X is of no use to me," or "I only play Core D&D (whatever that means) so I can't use that
[insert campaign setting here] product." I plan to change that under 4th Edition by getting the word out that it's
okay to mix and match. Go ahead. Get peanut butter in the chocolate. Some of the best campaigns I ever ran or
had the pleasure to play in had a little bit of [insert campaign setting here] mixed with a smattering of [insert other
campaign setting here] and combined all that with homebrew ideas to create something totally new and different.
So under 4th Edition, we're making every product look like a core product. The Forgotten Realms Campaign
Guide releasing in August, for example, is a separate and unique setting on one hand, while being totally core
D&D on the other. That means you can play a strictly Forgotten Realms campaign, or you can borrow the bits
you like best to use in whatever D&D campaign you're playing in. This has always been true, but you wouldn't
believe how many players were reluctant to cross the streams like that. I say cross away! (At least as far as your
personal campaigns are concerned.) Why not use the best ideas, powers, feats, monsters, villains, and plot
hooks from any product -- regardless of the campaign world your game is set in?
This means we won't be producing campaign lines, per se. For the Forgotten Realms, for example, you'll get the
Campaign Guide, Player's Guide, and an adventure as physical products, as well as our ongoing line of
bestselling novels, and plenty of ongoing support via D&D Insider. If a product idea comes along later that
makes sense, we'll do it, but there won't be an ongoing regular release schedule of Forgotten Realms game
products. Why not? Because every D&D product we do is a Forgotten Realms [or insert your favorite campaign
setting here] game product. This is a subtle but significant change in philosophy geared toward making all
players D&D players. It just makes the products and the brand stronger if every player is using the same material.
This is significantly different than what has occurred in the past. We won't be making the mistakes of line
proliferation that helped sink TSR, and we won't be actively segmenting our audience. Instead we'll be providing
all kinds of options and ideas through the core line of D&D RPG products. It's all D&D, all the time.
The model described above will be used every year, and we'll focus on a different campaign setting. Next year,
we'll give this treatment to Eberron. After that? Well, we'll be exploring the best worlds from our vault, as well as
creating new worlds as warranted. I can't guarantee which worlds will see this treatment as of yet, but chances
are that your favorite campaign setting is on my list for consideration. And for all of them, in addition to the
physical products we do, you'll see novels and novel lines (as appropriate), and ongoing support that continues
to explore the worlds through D&D Insider. This plan makes D&D stronger, without sacrificing the heart of any
campaign setting.
Next month… H1: Keep on the Shadowfell releases, complete with D&D Quick Start Rules and ready-to-play
characters. Everyone will be able to start playing 4E!
Keep playing!
--Bill Slavicsek
Bill Slavicsek is the R&D Director for Roleplaying Games, Miniatures, and Book Publishing at Wizards of the
Coast. All of the game designers, developers, editors, book editors, and D&D Insider content managers working
on Dungeons & Dragons, Star Wars, and the WotC Publishing Group report into Bill's R&D team.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Mindflayer's Interview
On the Set of 4th Edition
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Busted Character
by Shelly Mazzanoble
Once upon a time, I was at a company-wide meeting listening to a presentation about a mysterious acronym:
D&DI. It promised to revolutionize D&D as we know it. Game with groups from all corners of the globe! Run
players through a customized online dungeon! Bring your game to life with an interactive game table! Slice
through a tin can, get out tough stains, and shape your buns and thighs in just three minutes a day!
This was all very exciting, even for someone who can just shout an invitation over a cubicle wall anytime she
wants to play D&D. My interest was piqued, however, the second I heard the words "character" and "visualizer."
By this time I was fully involved with Astrid, who was a piece of paper and a plastic mini. The character visualizer
promised a new level of character immersion -- your character in 3D. I could change her hair color (if she needs
to go incognito) and her wardrobe (no white robes after Labor Day). I could pose her in front of different
backdrops as if she was a high school senior at the prom. I had visions of a serene blue sky. Or maybe a rustic
farm with bales of hay and a wagon wheel. Perhaps a billowing American flag. Oh yes, I was definitely interested
in this little offering.
I saw myself hunched over my laptop. "At last!" I would shout, rubbing my hands frantically over the keyboard.
"Astrid's alive!"
Perhaps my coworkers pictured it too; I heard several whispers of, "Oh no, she's gonna really lose it now" and "Is
she weeping? I think those are tears!"
Much of the following months was spent eavesdropping on Scott's phone conversations. (Inadvertently, I might
add, because he's only one cubicle away. He hears me talking to my mom about how to roast asparagus, and I
hear him talking to R&D about top-secret digital advances.)
"So, how's that character thing going?" I'd ask, all feigned disinterest. "Need a playtester?"
"Cool your jets, Dr. Frankenstein," he'd say. "It's going, okay?"
And going it went, secretly moving along. I kept hearing whispers of "It's so cool!" from coworkers privy to the
magic and many more shouts of "Just leave us alone and let us work!" from others, until the (unfinished) internal
alpha version was finally unleashed in all its digital glory.
I still love Astrid, but I already see her every day staring back from the cover of Confessions of a Part-Time
Sorceress. (And for those not yet disappointed -- that's Astrid on the cover, not me. Sorry.) But Tabitha -- she
was just a figment of my imagination and some basic stats on a character sheet. Eager to digitize her, I tugged on
the shirtsleeves of New DM like a toddler at the Sweet Factory: "I want the alpha version,
pleeeeeeeeeeeeeeeeease!"
He obliged -- sort of -- granting me a supervised visit with the Character Visualizer. I could use it on his computer
while he watched me. "Think of it as your learner permit," he said. "You can create characters as long as there's
someone more mentally stable than you in the passenger seat. And no creating characters after dusk!"
Deal.
On a Friday afternoon, New DM and I sat down at his desk to take a stab at bringing T abby the tiefling to life. I
could barely contain myself. Is this what the families left behind on Extreme Makeover feel like before the grand
reveal of their loved one? Maybe. Only the families aren't told, "Sorry, your daughter isn't ready yet, so we're
going to show you someone else's!"
"You can create a male tiefling wizard or a female human wizard," New DM explains. "But not a female tiefling
wizard -- yet. She'll be ready for launch."
I resist the urge to revert back to the sleeve-tugging toddler and throw a hissy fit, since I know New DM is already
doing me a favor and could revoke my permit. Well, that and I'm just too excited to wait any longer.
Ever see those TV shows like Made or Make Me a (insert very unlikely career here). No? Well, you're a better
person than I am. I don't actually watch those shows, but I have skimmed by them. You take a regular human and
turn them into their favorite celebrity. That's what we'll do here with the celebrity being Tabitha.
"It's either that or I do a male tiefling in drag," I tell New DM. (And really, is there a higher compliment?)
New DM resolutely refuses to take part in putting a male tiefling in a dress.
"I'll get beat up in the parking lot," he says. "In fact, I'd beat myself up."
New DM clicks on the female human, and we both snap backward and gasp like grandmas at a Snoop Dog
concert. "Nice . . . orbs," I say.
"This is the alpha version, don't forget," he says. "Soon we'll have a bust slider. T hat way, men will be able to
depict the female characters they want, and women will be able to depict the female characters they want."
"This girl needs a visit to Dr. 90210 before she does a face-plant onto your keyboard."
New DM turns every shade on the top row in a Crayola 64-pack, and honestly, I'm also uncomfortable with him
seeing human Tabitha like this.
Of course, but before we do, I ask him to show me one more thing: male humans.
The male counterpart is a brawny, statuesque Armani model who looks as if he'd be just as comfortable poaching
goblins as he would be oiled and shirtless, tangled in a pair of satin sheets on the set of Days of Our Lives. That
works.
After I have selected my race, I select a customized background. The dwarves are depicted before majestic
peaks and a mountain fortress. The dragonborn are set amid their ancient ruins. My faux Tabitha teeters on a
barren mountaintop looking across the vast ocean to volcanic ranges. It's quite beautiful. But there will probably
be a Wal-Mart here the next time I visit.
I can adjust my height and weight using a sliding scale. If only life were that easy. The height option lets you
squish your character like a marshmallow or stretch them like taffy. And no, you can't be a 6-foot-3 halfling. Each
race is preprogrammed with a realistic range.
The Portrait feature is my favorite. Here you can customize the look of your characters with everything from the
chisel of their cheekbones to the arch of their eyebrows to the color of their skin. With so many distinguishing
details at your fingertips, you can't help but feel like the head lifeguard overseeing a gigantic gene pool. I'm
especially fond of the glow option, instantly giving your alter ego the radiant shimmer only promised by the
hundreds of dollars worth of lotions under my bathroom sink.
We give the human Tabitha a reddish skin tone, attempting to give her a demon-from-another-plane look. She
kind of resembles me after spending nine hours in a swimming pool on a vacation in Orlando, minus the blisters
and eyes swollen shut. My mom still insists I was old enough to apply my own "damn sunscreen." I was six. But I
digress.
No offense to tieflings, but this human is too pretty to pass as Tabitha. We fix that soon enough by morphing her
face into hardened, square-jawed toughness: "I went through hell just on my way to the coffeemaker this morning,
and I ain't afraid of going back for more." We give her a green-eyed glower with glowing black pupils, which follow
us around New DM's cubicle. (Yes, I know tieflings don't have pupils, but this looked really, really cool. So, she
wears contacts.)
"Not sure," I say. "Considering you're probably the first guy to notice she has a face, you'd think she'd be thrilled."
We complete the look by choosing her hair color and style. I opt for the dark, blunt-banged bob because . . . well .
. . okay. It's just a coincidence.
You can dress her up and take her out when she's loaded up on weapon choices. As a wizard, she can choose
from any of the wizard implements: orb, staff, or wand. One for each hand! I give her an iridescent orb for her left
and an ornately designed wand for the right. New DM geeks out a little when he then shows off one of the
coolest features the visualizer has to offer. You can have your character make a fist so she can adjust her grip by
opening and closing her hand. (Okay, I geek out a bit too.) We spend the next fifteen minutes making the digital
Tabitha open and close her fist as if she's trying out a new "now you see it, now you don't" trick. If she were alive,
she'd make us both disappear.
Finally we get to the important stuff: wardrobe. Any adventurer worth her rations wouldn't be caught unconscious
tromping through town in those starter clothes. Please! You couldn't fend off fog in those duds.
New DM and I scroll through the clothing choices. I feel like I'm one of the hosts on What Not to Wear
Adventuring.
Bikini?!
"Put some clothes on, young lady!" I shout. "You are not going adventuring like that! " My mom wouldn't even let
me go out wearing dangly earrings.
Tabs gets comfy in a pair of skinny jeans, a T-shirt, and a pair of knee-high boots. And you can choose the colors
for every item. New DM suggests we give her pants a glow, but I decline. What message would that send?
Something's missing. Oh yes -- accessories. I choose a pair of bracers for her forearms taking her outfit from day
to evening. She also gets a pouch to strap onto her belt loop for all those pesky incidentals like house keys, ID,
and scrolls.
"It's not a fanny pack!" I argue. "It's a practical piece of adventuring gear."
"Maybe she'd like a pair of hot pink leggings and a T-shirt with a basket full of kittens on it."
Being a poser is never a compliment, but it is another cool feature. Sure, miniatures are a great visual for a game
around the table, but I find it amusing how they are usually posed for a fight even when they are supposedly
meditating or kicking back in a pub. With the visualizer, you not only get to create your physical character, your
character can get physical. Stand them battle-ready like a goalie posing for a hockey card, or give them a
pensive warrior pose (which set against the scenic human landscape looks like someone's Hawaiian honeymoon
photo). If you switch between the poses fast enough, they look like a flipbook.
With her wand brandished above her head and her orb driven in front of her, Tabitha is ready for action. She's a
force to be reckoned with, an accomplished wizard. She's crouching Tabitha, hidden dragon. We do a
360-degree view before I'm satisfied. New DM takes a snapshot of Miss Tabitha -- another feature the visualizer
has to offer.
Best of all, when Scott calls her a cream puff, I can tell him to say it to her face.
Since creating Imposter Tabitha, Shelly Mazzanoble has created 112 more characters. Three of them are
named Precious.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Secret Lives of Dungeon Masters
by Shelly Mazzanoble
For fun? Ha! Dungeon Mastering is fun? Come on, New DM. I didn’t fall off the longship yesterday.
I like to think New DM suggested this believing I might actually have what it takes to run a successful game, but I
suspected it was more like penance for all the hell I put him through. Of course he’d be in my “for fun” game,
contradicting me, inventing spells, trying to pass as 3rd level when I know he’s only 2nd (I read ahead in the PH,
okay? Tabitha has some cool spells coming her way.) He’ll master that same heartbreaking look as his Boston
Terrier, Tulla, when I tell him his character takes damage. That same look I try to give him when my character
gets in the way of some arrows.
“She does?”
“Yes, really.”
“She had her shield of acid protection up. Is it still five points?”
I’d also like to believe we’re all created equal, but I can’t. I think certain people are better suited for certain things.
Some people are lousy athletes but exceptional spectators. Some have a good eye for art but couldn’t draw a
blank if their life depended on it. Some people can master a dungeon, but simply aren’t cut out to Dungeon
Master. Sadly, I think I’m the latter in all of these examples.
I also know I’m not alone. I’ve heard from countless people the reason they won’t take a turn at Dungeon
Mastering is because of the belief it’s just too hard. You have to know every rule. It takes weeks, even years to
prepare for a campaign! You have to invest a lot in the tools a DM needs to run a really good game. A lot of
games don’t ever get off the ground because no one wants to be the Dungeon Master. It’s more like D&D Show
& Tell or D&D therapy where they just sit around a table and talk about what you would do if someone were
running a game.
I, too, was under the impression that Dungeon Masters are players who have graduated through some elaborate,
decades long, physical and mental rules-heavy competition like a jujitsu master climbing the ranks to black belt.
Misconception? Maybe. But there must be some truth to the difficulties of DMing to inspire R&D to make some
changes. 4th Edition is supposed to make Dungeon Mastering easier. Digital tools, restructured rules, more of
what the players want, so you—the DM—look even better. (The virtual dungeon does look cool, even if it will call
us all out on who really is packing a light source.)
I would be remiss to get this close to the launch and not try out all of 4th Edition's features, and like it or not, that
includes being a DM. I admit I was curious. I had one Dungeon Mastering experience that turned into a fiasco
where I tried running my five unsuspecting, D&D-phobic, somewhat belligerent, and mostly tipsy girlfriends
through the basic game. It… didn’t quite go as planned, as they couldn’t seem to get past the notion that they had
to roll a die to find a door (it was a secret door!). This time I would play with people who already play D&D, which
should make things easier, right? And let the record show I have absolutely no motive for wanting to kill any of my
friends.
But why am I so hesitant? I like telling stories. Just ask me about The Great Zeldini or that time in Florida when
my brother drank too much and flipped off his mattress into the closet. Oh yes! That was a good one! But that still
doesn’t qualify me to run a game. I only own two sets of dice and a handful of minis. I know DMs don’t just show
up to games with a handful of dice and a dog-eared book opened to the page we left off on and start reading.
Teddy, our old DM, literally had suitcases of props for his games. He’d wheel them around the office like a
London Underground busker preparing for a performance. New DM has several plastic chests of drawers filled
with minis at his desk. Each drawer is labeled “Humans,” “Dwarves,” “Bad Guys,” etc. There’s a lot of pre-game
groundwork, which is evident from the way New DM ditched me midsentence in the hallway the other day.
“Yikes!” he said after looking at his watch.“ I've got to prepare for the game!” And he was out of there, beating a
dusty path over the carpet, Scooby-Doo style.
Prepare? For two hours? Maybe I could offer to wheel one of his cartfuls of minis to the conference room.
And then there’s what happens during the game. Like poor Teddy trying to tell us a story about how we managed
to safely stowaway on a ship without Captain Biem or his men finding us.
“Captain BM?” someone would question and that was it. We were reduced to eight-year-old boys. “I hope we’re
not on the poop deck!”
And there Teddy would be, staring us down from the helm, like a high school librarian glaring at a table full of
senior jocks at study hall.
Come on, Teddy! That was funny, wasn’t it? No? Teddy?
“It’s your two hours,” he’d say. “We can play or we can make fun of the NPCs.”
Unlike the senior jocks, we would choose to get back to the task at hand if for no other reason than out of respect
for Teddy. And because we were scared of him.
All those dungeon tiles New DM schleps around like a St. Bernard get laid out before us with the precision and
craftsmanship of a stonemason in ancient Italy. Before he can admire his handy work and salivate over the
monster crouching in the newly designed corners, we decide we don’t actually want to be in this room after all.
“We’re going to turn around and go back to that other room,” we say.
“You mean the room I didn’t build because you said you wanted to come into this room?” New DM asks.
And thus the process begins again. New DM and his dungeon tiles chase us around the conference room like a
nanny hunts her wayward charges. If I were running the game, sweating over the maps and measurements, I’d
make my players stay put and at least appreciate the scenery. And if they insisted on leaving, I’d drop a
chandelier on their heads. I did some research, Jane Goodall-style, around the office, minding the habits and
behaviors of all the DMs I know. There has to be a common trait that I can knock off. Here are notes from my
research:
Some have played D&D since the 70’s. (That’s not a big shock either, I guess.)
Some have good handwriting. (Or really just Chris Perkins, but it’s good enough to mention.)
I need something tangible, so New DM emails me a PDF of the 4th Edition Dungeon Masters Guide. It’s not
intimidating in its attachment form, but when I open and start printing the sucker I’m tempted to call in sick until
November. It’s a lot of pages. A lot of pages (224, to be exact). And I’m starting to get weird looks from the Market
Research department, which has a PowerPoint presentation to give in about seven minutes. It’s bad enough to
be hogging the printer and even worse when every page you’re printing has the words CONFIDENTIAL and DO
NOT DISTRIBUTE stamped in big, black letters.
As the pages spring forth from Letter Tray #2, I catch glimpses of charts and sidebars and pluses and minuses
and acronyms. Holy cow, it’s a lot of pages! And it’s not just Market Research giving me weird looks. There’s a
line forming behind me.
Printing complete and all is forgiven, but now I’m left with a stack of papers thicker than a Manhattan phone book.
R&D wouldn’t write this many words if they weren’t all important, right? I’m weak. I think I’m feverish. In fact, I’m
sure I have mono. But at least I’ll have plenty of time to read this thing.
By the following Monday I read 90% of the DMG. Maybe, 85%. 70%. Whatever. It’s an interesting education into
what goes on behind the screen, but then I noticed two little words on the cover of the DMG that could potentially
put my mind at ease—James Wyatt.
In ninth grade when I had a paper due on Lord of the Flies I did not have the good fortune to sit down with Mr.
William Golding and ask him to please elaborate on the significance of what the breaking of Piggy’s specs
represented to the decline of the boy’s mock civilization. (And why, why, why kill off the chubby, charming kid? I
loved Piggy!)Fortunately for me, one thing all good DMs have in common is their ability to consume mass
amounts of coffee. On a schedule.
Is stalking a good trait in a DM? Because if it is, I have nothing to worry about. I ambushed James one morning at
11:24 AM while he was waiting in line for his double tall white chocolate mocha.
Right, right. He’s observant and he’s got a reputation for being one of the nicest guys in the building so no
surprise he graciously accepts my plea for a one-on-one Cliffs Notes version of the new DMG. He does leave me
with one piece of advice to hold me over.
Of course! There’s my hang up! It’s the same reason I say I’m
never writing another play or having another Christmas party or
planning someone’s birthday dinner. What if no one has fun?
Teddy once told me he can think of little else that pleases him
more than hearing us talk about the game days later. He loved
the premature wrinkles on our foreheads brought out from
plotting our escape from imminent demise, and our yelps and
whimpers when he dropped a throng of zombies in our path. New
DM loves making up stories. He also likes beating down his PCs
because he laughs hysterically every time Adam’s halfling drops
unconscious on the playmat (and Tabitha has to save him yet
again.) Come to think of it, we all laugh a little hysterically. Why
was the halfling alone with the deathjump spider in the first
place?
I labor over who will be my practice group the way a socialite might agonize over a benefit dinner. First things
first, my practice group needs to consist of people who already know how to play D&D. Mistake #1: When
forcing—I mean, introducing—my girlfriends to D&D, I was trying to take on the role of DM and teacher. (Mistake
#1.5 was giving them too much to drink before we played. Tipsy toddler moms with bastard swords is not as fun
as it sounds.) Second, the practice group should be experienced but not hardcore. And definitely not include
rules lawyers. Sound effects are welcome but antagonizing is not. I could not stand the thought of someone in my
game for the sole purpose of raising my hackles. While I’ve never seen a DM being provoked by a player, I know
it happens. Especially when you’re in a one-off game, without characters you’re invested in, and you really,
really, really want someone to include you in their article.
Social dynamics don’t just matter on the playground. They count on the playmat too. My practice group should
get along not just with me but with each other as well. I don’t need any personal vendettas acted out in my game.
Not on my dessert plates you don’t! So my practice group needs to fit, but not so tight they’ll end up staging a
coup. They should hold me in place and support me, but they also need to be forgiving, because it’s very likely
things won’t go as planned. If (when) we hit a snag they shouldn’t run. Apparently, I should give up on people and
find a nice group of pantyhose to play with.
It occurs to me that none of this will matter if no one can come. Seeing as though my game will take place after
hours, this eliminates those with kids, school, or a social life. My D&D group naturally comes to mind. I know
them. I like them. I’ve even saved a couple of their lives (in game) before. I know they are invested in their
characters (with the exception of maybe Adam.) If I scored a TPK (by accident, of course) I could always end the
encounter by saying, “and then the sounds of Chris de Burgh’s Lady in Red waft through the air. You roll over
onto your sword, let out a yelp, and realize you just had the strangest dream." Most importantly, with the
exception of one, maybe two people, I’m pretty sure they wouldn’t want to see me crash and burn for their own
enjoyment. Just as I’m starting to look forward to this, Scott walks over to my desk.
“Hey Dungeon Mistress,” he says. “I heard you’re going to DM sometime. Did you know one of the new rules in
4th Edition says that if your DM isn’t doing a good job you can steal their shoes?”
To be continued…
Shelly Mazzanoble practices Dungeon Mastering wherever she goes. She has learned pigeons make good
NPCs and women with full bladders will not roll for initiative to determine who goes first.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Dispel Magic
The Power of Editing
by Michele Carter and Jeremy Crawford
Welcome to Design & Development, your primary source of D&D 4th Edition insights and revelations! While
you're here, keep in mind that the game is still in a state of flux, as refinements are made by our design and
development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free
to send your comments to dndinsider@wizards.com.
With these things in mind, we focused our attention on the spells and the prayers that create magical effects that
last longer than 1 round. Some of those powers grant bonuses to or impose penalties on a target, but like
1-round effects, they aren't intended to be dispellable, and the game provides other ways of counteracting them.
So with all of these magical effects in the new edition that dispel magic wasn't intended to apply to, what purpose
could it serve? To destroy magical effects created by powers and persisting in the environment, whatever their
power source.
When the editors received the classes and powers chapter of the Player's Handbook, we found a number of
familiar spells like Bigby's grasping hands, spells that conjure forth things made of magical energy. We also
found persistent areas of effect, such as the cleric's blade barrier and the paladin's righteous inferno, which
could be sustained for many rounds. Over the course of a few conversations with the development team -- okay,
more than a few -- we settled on two keywords to describe these powers: conjurations and zones.
Conjurations create objects or creatures out of magical energy and are often movable. The wizard's Bigby spells
and the cleric's spiritual weapon are examples of powers that have the conjuration keyword. Zones are areas of
effect that persist for several rounds. For example, the cleric's consecrated ground and the wizard's stinking
cloud have the zone keyword. Conjurations and zones allow their users to add new elements to an encounter or
to reshape a battlefield in their favor.
With the definitions of conjurations and zones in place, the role of dispel magic became clear. Useful for
dispelling persistent effects: check. Useful across power sources, as defined by keywords: check. It doesn't
matter whether an effect is the creation of a wizard or a warlock spell or a cleric or a paladin prayer -- if it's a
conjuration or a zone, it can be dispelled. Good news for PCs caught in an enemy warlock's tendrils of Thuban!
Michele Carter first came to Wizards of the Coast with TSR, and is now the editing team lead in RPG R&D.
Their red pens are mightier than any designer's sword or developer's mace. Editing rules!
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
The Warlord
Three Commandments
by Rob Heinsoo
Welcome to Design & Development, your primary source of D&D 4th Edition insights and revelations! While
you're here, keep in mind that the game is still in a state of flux, as refinements are made by our design and
development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free
to send your comments to dndinsider@wizards.com.
This is the shiny-happy side of the previous commandment. Fourth edition has fundamentally selfish classes that
care only about their own combat tricks and successes. Fourth edition also has extremely unselfish classes, and
that's where the warlord fits in. Different players at the table are likely to take a different approach to the combat
encounter portion of the game. If you enjoy cooperative games like Reiner Knezia's Lord of the Rings
boardgame or Shadows over Camelot, you're much more likely to enjoy playing a warlord. For example, your
warlord can provide the entire party with an extra movement option with a power such as white raven onslaught.
During the early stages of design, we often used a sports metaphor, casting the warlord as the quarterback. Now
that I think about it, I'm not sure quarterback is the right analogy -- after all, quarterbacks tend to land a huge
percentage of the glory, MVP awards, and Hollywood girlfriends! Basketball point guard may be a more apt
comparison. Not every combat depends on the warlord/point guard, but they distribute benefits the rest of the
party thrives on. Without the warlord's assists, the party is often left only to its own devices, which might not be
enough to triumph in a given encounter. You can operate without a warlord, but when you get to the playoffs
against powerful competition, parties that don't have a warlord (or possibly some other to-be-designed tactical
leader) have a rougher time of it. If you feel a glow of accomplishment when your assists combine with your
attacks' damage to help the party succeed, the warlord is for you.
If you often find yourself suggesting a tactical course of action to your fellow players, the warlord might be for
you. Back when we designed the original version of the marshal class for the Miniatures Handbook, the marshal
owed a good deal to the vision and example of Skaff Elias. Skaff is famous for having excellent suggestions for
what other players should be doing with their turns. The warlord class, as a descendant of the marshal, is partly
an exercise in turning that sometimes annoying habit into a positive contribution that will be appreciated by other
players, rather than resented.
Iron dragon charge is an example of how we're trying to make this type of guidance a welcome addition to
another character's glory. Getting to charge as an immediate reaction when it's not your turn is a fantastic
addition to any melee character's life, not an onerous order that forces your ally to spend their turn following your
commands. Few players complain when the warlord in the party uses a well-timed exploit to give their PC a
charge, another basic attack, or the chance to shift away from encroaching foes. Ditto for warlord powers that
simultaneously allow the warlord to attack and inspire his allies to attempt a saving throw or recover hit points.
The warlord doesn't have unlimited license to boss other players around. Taken to extremes, that style of
gameplay is still annoying. But if you're the type of player who loves studying tactical situations and trying to
puzzle out the best way to get everyone through alive, the warlord provides roleplaying hooks and flexible powers
to support your play style in a way that will endear you to your allies.
Rob Heinsoo was born in the Year of the Dragon. He started playing D&D in 1974 with the original brown box.
More recently, he designed Three-Dragon Ante, Inn-Fighting, and a couple incarnations of the D&D Miniatures
skirmish system. He’s the lead designer of 4th Edition and captains the D&D mechanical design team.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Part 3: Living Fever
by Chris Tulach
The first two articles in this series talked about the beginnings of massive shared-world roleplaying game play
and the granddaddy of it all, Living City. This time, we’ll talk about "Living Fever" that spread throughout the
RPGA during the 1990s and early 2000s, and the challenges the RPGA faced with the burgeoning number of
programs.
It was clear by 1994 that Living City had become very successful and the future of the RPGA's programming
was moving in the direction of "bring-your-own-character." Classic-style adventures in the vein of the old
tournaments in which you were given your character were losing popularity. Work began on other programs to
follow the success of Living City.
The first of the spin-offs was called Living Jungle, and it released in 1995. Set in a primal land known as
Malatra with no trappings of standard medieval fantasy, Living Jungle was a reaction to the culture that had
developed around Living City. It was decidedly light on treasure and magic. The campaign featured
non-standard character race options, like shapechanging animals and intelligent apes. It was one of many
spin-offs that had a "cult" following -- maintaining a small but dedicated player base. Living Jungle lasted a
couple years into the 3rd Edition era and weathered conversion much better than Living City due to its
de-emphasis on certified magic items.
The next campaign developed also took a minimalist approach to magic and treasure. Inspired by Ravenloft and
drawing directly from the Masque of the Red Death boxed set, Living Death was launched at Winter Fantasy,
1996. The world of Masque of the Red Death was TSR's most ambitious stretch of the 2nd Edition rules
system. It was set in the "real" world of the 1890s and featured elements of gothic horror, intrigue, and suspense.
Living Death took characters around the globe as part of a secret organization known as the White Rose;
adventurers investigated mysterious goings-on and attempted to stop an otherworldly menace from insinuating
itself further into the fabric of our reality. Targeting some players' love for history and intrigue as well as traditional
horror elements, Living Death was the first campaign to have a planned life cycle. Each year of the campaign
world held a direct analogy to the years in the real world, and once the bell tolled on the end of 1899 in the
campaign world, the Living Death campaign came to a close at D&D Experience 2007.
Other campaigns soon followed the first two spin-offs. Virtual Seattle was a Living-style campaign set in the
Shadowrun cyberpunk/fantasy setting of mid-21st century Seattle. Living Verge was the sci-fi campaign for the
Alternity rules. Living Spycraft utilized the Spycraft rules engine, stressing modern espionage and action.
Living Rokugan was a Legend of the Five Rings roleplaying campaign, using Asian-themed fantasy as a
backdrop. There were other short-lived attempts to create Living campaigns through the RPGA using other rules
sets as well.
A new version of the Star Wars Roleplaying Game, updated to the d20 System, was released in 2001. With its
release, the RPGA began the Living Force campaign, set in the Star Wars Episode I era. Blending the
cinematic action of Star Wars with the structure of a Living rules system, Living Force created many adventures
in trilogies, which were designed to emulate the movie experience.
D&D alternatives to Living Greyhawk also appeared soon after the launch of 3rd Edition. Living Arcanis, set in
a world published by Paradigm Concepts, Inc., continued the Living City approach of a certificate-based magic
system and eventually blended a regional system similar to Living Greyhawk in its programming. Living
Kingdoms of Kalamar (based on the Kalamar world published by Kenzer & Co.) also used a certificate-based
system for treasure allocation, but took a more minimalist approach to leveling characters and treasure
distribution.
By 2001, the RPGA had no fewer than ten Living campaign programs. Many of them were member-run -- that is,
outside the direct supervision of Wizards of the Coast (only Living City, Living Greyhawk, and Living Force
were directly administered through Wizards, and Living City left the fold before it actually concluded). The
RPGA simply acted as a "distributor" for these member-run campaigns. While the membership of the RPGA had
many choices, it also started to fractionalize the core player base -- D&D players -- into a variety of small
subgroups. It was becoming harder to find groups of players to play the smaller-populated campaigns, so they
began to stagnate due to a downturn in membership.
Some programs reach a "critical mass" of players at some point -- that is, the program has enough players to
make it easy to find games and acquire new players. This usually results in steady growth of the player
population. Living Greyhawk had that advantage; anytime in this decade, someone attending an RPGA event
would likely have no problem finding a Living Greyhawk game. The unfortunate circumstance was that most of
the programs launched never really achieved that "critical mass" on a widespread scale, so pockets of activity
would appear where a few enthusiastic volunteers would champion their favorite program. However, if a
volunteer moved away from the area or started spending less time organizing and coordinating events, play
would dry up quickly. Games would become hard to find; as a result, interest in the program would wane. The
RPGA was still attempting to devote time and effort to these very small campaigns, but it was simply a matter of
resource allocation and impact. Supporting a smaller-scale program took resources away from a program that
benefitted a much larger number of players.
By the mid-2000's, the RPGA began to make a concerted effort to consolidate its programs. This was an attempt
to conserve resources for the programs that were seeing the largest amount of play. A re-alignment occurred,
and the RPGA began to conclude relationships with programs that were already essentially independent. In
2007, Living Arcanis was handed off completely to Paradigm Concepts, Inc. In early 2008, Living Kingdoms of
Kalamar moved in the same direction to Kenzer & Co.
Now, as of April, 2008, the RPGA's sustainable shared-world programming includes Xen'drik Expeditions, set
in Eberron, and the massive program that is Living Greyhawk. Next time, we'll talk about these programs, their
history, and the end of the 3rd Edition era.
Originally thought to have been raised from a humble Midwestern family, Chris Tulach actually fell to Earth in a
meteorite-shaped capsule flung from a planet far outside our galaxy. While under the yellow rays of Sol, Chris’s
nerdity far surpasses that of any normal human. Using this precious gift only for good, he has recently become
the RPGA Content Manager, responsible for the development and deployment of Dungeons & Dragons
organized play programs.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.