Aitch Eye
First Post
The cover article in this issue is the first of a new type of recurring feature called "Campaign Components." The articles "take all the best parts of a campaign idea and give you the tools you need to implement them in your home campaign or use them to build a whole new world." I'll go a little heavy on the details for the article so you can get a better idea of what they're trying to do.
Campaign Components "Knights: Honor and Chivalry in Any D&D Game," by Michael John Tresca. This aims to help give the pieces necessary to create the proper feel of a knightly campaign, and is useful for players as well as DMs. It includes rules for Honor Points, as well as rules and guidelines for running tournaments, including jousting and other melee and target events. Suggests tweaks to standard D&D game elements (dungeons, monsters, cohorts, etc.) to make them fit better with a chivalric feel, as well as additional elements that could be included (such as hunts or crusades). There's a sample code of chivalry and the basics of feudalism; there's also alternatives to feudalism for introducing knights, and a sidebar giving real world examples of knight-like groups from other cultures. Concepts for adventuring parties, how different classes fit in and what character types they're appropriate for (such as courtier, spy, herald, animal handler). A number of other bits and pieces and pieces scattered around the 21 pages.
Oath & Order: The Monks of the Oath of Nerull, by Bruce Cordell. Two 5-level prestige classes adapted from the third of the Iconic's novels. [possible spoiler ahead] Ember's order has the Monk of the Enabled Hand. The Reaper's Children infiltrate other orders and convert them to the worship of Nerull.
The Bestiary "The Horrors of Cormyr," by Thomas Costa. Six creatures: the Blood Horse, Catoblepas, Glamer, Shadovig, Tree Troll, and Veserab. Includes notes for using them with Summon Monster, or as mounts, familiars, cohorts, and characters. Each has a paragraph of FR-specific info.
Bazaar of the Bizarre "Wizard's Toy Box," by Christopher Coyle. Ten toy-like magic items that are useful in general.
Feats Of Personality: Learn How Feats Can Define Your Character, by Eric Cagle. Suggestions for personality traits associated with standard feats.
Arcane Lore "Blessings Of War: Paladin Spells," by Amber E. Scott. 18 of them (five are variations of two spells), eight spells affect or modify the paladin's mount.
Memories, by Lisa Smedman. FR fiction.
Guild Secrets "The Gray Order," by Andy Collins. Organization dedicated to law that tries to balance the powers of good and evil.
At The Table "Monster Tokens and Mounts." Illustrations from the articles of characters and creatures adapted into counters. (Not an insert.)
Up On A Soapbox "All I Need To Know I Learned Fron[sic] D&D: Robbing From The Really Rich," by Gary Gygax. Mordenkainen goes after bandits.
Elminster's Guide to the Realms "Moon Mountain Brewery," by Ed Greenwood. Sprawling, ramshackle business near the Unicorn Run.
Silicon Sorcery "Warcraft III," by Clifford Horowitz. The Dwarven Thane and Orc Blademaster, 5-level prestige classes.
Sage Advice by Skip Williams. Class abilities, spells, and "related matters."
Living Greyhawk Journal
Playing Pieces "Heroes of Onnwal," by Stuart Kerrigan and the Onnwal Design Team. Jian Destron and Rakehell Chert, leaders of the rebellion against the Scarlet Brotherhood.
All Oerth's Artifacts: A Complete Annotated Listing, by Allan T. Grohe, Jr. (with Erik Mona). Excluding those that don't have a specific Greyhawk role, certain artifacts with no names, and "certain less-inspiring artifacts". Gives sources and very basic information for each.
Campaign Components "Knights: Honor and Chivalry in Any D&D Game," by Michael John Tresca. This aims to help give the pieces necessary to create the proper feel of a knightly campaign, and is useful for players as well as DMs. It includes rules for Honor Points, as well as rules and guidelines for running tournaments, including jousting and other melee and target events. Suggests tweaks to standard D&D game elements (dungeons, monsters, cohorts, etc.) to make them fit better with a chivalric feel, as well as additional elements that could be included (such as hunts or crusades). There's a sample code of chivalry and the basics of feudalism; there's also alternatives to feudalism for introducing knights, and a sidebar giving real world examples of knight-like groups from other cultures. Concepts for adventuring parties, how different classes fit in and what character types they're appropriate for (such as courtier, spy, herald, animal handler). A number of other bits and pieces and pieces scattered around the 21 pages.
Oath & Order: The Monks of the Oath of Nerull, by Bruce Cordell. Two 5-level prestige classes adapted from the third of the Iconic's novels. [possible spoiler ahead] Ember's order has the Monk of the Enabled Hand. The Reaper's Children infiltrate other orders and convert them to the worship of Nerull.
The Bestiary "The Horrors of Cormyr," by Thomas Costa. Six creatures: the Blood Horse, Catoblepas, Glamer, Shadovig, Tree Troll, and Veserab. Includes notes for using them with Summon Monster, or as mounts, familiars, cohorts, and characters. Each has a paragraph of FR-specific info.
Bazaar of the Bizarre "Wizard's Toy Box," by Christopher Coyle. Ten toy-like magic items that are useful in general.
Feats Of Personality: Learn How Feats Can Define Your Character, by Eric Cagle. Suggestions for personality traits associated with standard feats.
Arcane Lore "Blessings Of War: Paladin Spells," by Amber E. Scott. 18 of them (five are variations of two spells), eight spells affect or modify the paladin's mount.
Memories, by Lisa Smedman. FR fiction.
Guild Secrets "The Gray Order," by Andy Collins. Organization dedicated to law that tries to balance the powers of good and evil.
At The Table "Monster Tokens and Mounts." Illustrations from the articles of characters and creatures adapted into counters. (Not an insert.)
Up On A Soapbox "All I Need To Know I Learned Fron[sic] D&D: Robbing From The Really Rich," by Gary Gygax. Mordenkainen goes after bandits.
Elminster's Guide to the Realms "Moon Mountain Brewery," by Ed Greenwood. Sprawling, ramshackle business near the Unicorn Run.
Silicon Sorcery "Warcraft III," by Clifford Horowitz. The Dwarven Thane and Orc Blademaster, 5-level prestige classes.
Sage Advice by Skip Williams. Class abilities, spells, and "related matters."
Living Greyhawk Journal
Playing Pieces "Heroes of Onnwal," by Stuart Kerrigan and the Onnwal Design Team. Jian Destron and Rakehell Chert, leaders of the rebellion against the Scarlet Brotherhood.
All Oerth's Artifacts: A Complete Annotated Listing, by Allan T. Grohe, Jr. (with Erik Mona). Excluding those that don't have a specific Greyhawk role, certain artifacts with no names, and "certain less-inspiring artifacts". Gives sources and very basic information for each.
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