Dragon Magazine Issue 232: August 1996
part 2/8
Weapons of the waves: We start off this themed issue with one of their more ambitious articles in a while, a 9 page one on naval combat in the Birthright setting by one of the official writers. Since they're also producing a supplement on this topic, this has the air of a promotional tie-in, so I'm not sure how much of this is repeated in the book. Still, it's both interesting and at least some of it is new. It reveals just how much Cerilia's history and naval tactics differ from the real world, and are shaped by their magic & geography. With tactical advice, new weapons, and a whole bunch of little cards containing statistics for ship types, there's plenty to use and appreciate here. It's not particularly usable in another campaign, but I still rather like this one, as it has both ambition and smoothness. Still, I don't think it'll be changing history like the half-dragons one.
En Garde!: Yay! A Red Steel swashbuckling article! That's something I've certainly wished they'd do. If I'd noticed this was coming, I might not have quit last month. It has some pretty cool ideas as well, with formalised fighting styles that you gradually learn upwards, only getting the higher level manoeuvres after learning the lower ones in the style. They did that with wizards in the Paths of Power article, and that was awesome. Unfortunately once again we are hindered by the fact that warriors only get one new proficiency slot every 3 levels, and have a lot of choices on which to spend it. You'll be unable to master this stuff before 20th level, at which point wizards will be using wishes and chain contingencies. So this is a cool idea hindered by the underlying system, just as with the previous attempts to give warriors more combat options. Roll on the next edition.
And the walls came down: Magical Battering Rams? That's a new one. (apart from that april fool monster, and that's bleating) Not often you see mundane ones in D&D either, as mass combat isn't that common, and they're a bit too encumbrance-heavy for a party to carry in a dungeon, despite being quite useful potentially. Maybe when you get yourself a portable hole or something. As is usually the case when they manage to fill in a new niche that makes sense, I approve.
The Arien of Thang-Nor is a spell that conjures a supernaturally tough battering ram. Fairly basic, but it does deal with a lot of the logistical problems you'll face. Whether it's worth a 5th level spell slot I'm not sure. Might want to add a few summon monsters to get the creatures to wield it. Everything is soluble if you're a wizard, but it can take a lot of preparation.
Frost-Rent is more interesting. Carved of solid ice from the paraplane, it'll transfer it's chill to the structures attacked, and make them brittle. Wrap up warm, otherwise it'll take off your fingers as well. Can't trust these artifacts at all, but at least this one's drawbacks are relatively simple to avoid.
Khalmick-Graz is a rather scary orc device that plays music as it runs, like a giant evil bullroarer. This makes it pretty likely to win by sheer revulsion, presuming you have the staff to operate it. But then, given how fast orcs breed, they should have replacements up and trained soon enough.
Thunderstrike Rods let you unleash lightning bolts so powerful, they also serve as battering rams, and stun everyone in their path. Make sure your forces back off before you unleash it, because that's one hefty area of effect.