Dragon #301: Contents

Aitch Eye

First Post
A generally useful issue with a particularly nice "Campaign Components" feature; and -- outside of "What's New?" -- refreshingly free of vile adult content. I particularly liked the illustrations for the alchemy article [edit: by David Wahlstrom].


Campaign Components: Swashbucklers, by Travis Stout. An outline of how each core class fits into a swashbuckling campaign is accompanied by two example character archetypes each, with suggested PRCs, skills and feats. Genre appropriate feats, weapons, and new or specific uses for skills. There are four fencing styles (similar in concept to the martial arts styles in <i>Oriental Adventures</i>), and a lengthy sidebar (written by Brent Phillips-Watts with Matthew Sernett) on introducing specific parrying actions into standard combat with a number of related feats. General tips on campaign background, rules tweaks, and running the game.

Meter and Measure: Masterworks to Improve Bardic Abilities, by Tim Hitchcock with Matthew Sernett. "Masterpiece Performances" are non-magical works (compositions, epics, dances and etc.) of such quality that bards with access to written copies by the creator may devote ranks in perform specifically to a piece to gain benefits when performing it. Includes rules for their creation and descriptions of six "bard's journals" (not necessarily books) containing them.

From Field to Cauldron: Alchemy Begins in the Forest, by Kieran Turley with Jesse Decker. 21 plants and fungi and the alchemical substances that can be created with them.

Malignant Growth: The Ecology of the Troll, by Paul Leach. In addition to general background, tactics and creature combos, there are brief notes on seven subtypes and a 10-level cleric/barbarian class-combo.

Guild Secrets: Claw of Gold, by Andy Collins. Thieves' guild with a leader attempting to establish a powerful dynasty in the world. Includes the Draconic template, for creatures with a dragon ancestor.

Rogue Character Sheet, illustrated by Arnie Swekel and Glen Angus. An "art-intensive" sheet featuring a full-length portrait of a female, with the spaces for stats and equipment squeezed into the illustration's background.

Fireball Spell Template. Cardboard insert with three pieces that can be cut and assembled to give the exact area of a spell or psionic power with a 20-foot radius.

Cause and Effect: Revenge in the back alleys of the Forgotten Realms, by Paul Kemp. Fiction.

Up on a Soapbox "Fly Me to the Moon," by Gary Gygax. Rob Kuntz's PC Robilar attempts a voyage to one of Oerth's moons.

Elminster's Guide to the Realms "Tatha's Broomworks," by Ed Greenwood. The tree-farming operation of a woman with a special ability from Mystra.

Dungeoncraft "Preparing Large Encounters," by Monte Cook. The new version of the column will consist of "short series that focus on building encounters in a specific environment, building specific parts of a campaign world, and handling other unusual situations that arise in D&D."

DM's Toolbox "Turning Good Games Into Great Games," by Glen Veltum. Pacing an adventure.

Sage Advice, by Skip Williams. Magic items and spells.

Living Greyhawk Journal

To the Losers Go the Spoils: Greyhawk's Beggar's Union, by Erik Mona. It's history and activities in the city, and it's Beggarmaster, Gaspar.
 
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COOL!

Draconic template, Trolls, Alchemy, Swashbuckling, Pacing, Big Encoutners, bardic schtuff, and spell cutouts. :) Neatneatneat!

Dragon should do this more often. I call this Fluffycrunch!
 

Issue 301 is out? Then I may have a chance to get Dragon 300 today. :p

Campaign Components: Swashbucklers
Is the article more background based, like the Knights one, or are the mechanics a bigger part?

Meter and Measure: Masterworks to Improve Bardic Abilities
Sounds interesting.

Malignant Growth: The Ecology of the Troll
What is the defining factor of these subtypes? (terrain, appearance, elemental allegiance or something else?)

Guild Secrets: Claw of Gold
Is the power level of the template similar to the celestil/fiendish angle?

Overall, sounds promising. :)
 

And in next month's issue...

Dragon #302 will feature:

Upon a Fearful Summons, by Charles Dunwoody. "Customize your spellcasters with new summoning variants, rules for custom summoning lists, and balanced rules for summoning nearly any monster."

The Play's the Thing: Making Magic Wondrous, by Mike Mearls. "...Use these guidelines to give your spells a look and feel that reflects your character's personality and spellcasting style.

Arcane Lore: A Clutch of Cantrips, by Kieran Turley.

The Bestiary: Constructs of Destruction, by Eric Cagle. "...Implacable horrors like the web golem, the rope golem, and the alchemical golem..."

Class Acts: The Tainted, by Chris Tanner. "Bound by demons and twisted by devils, the tainted grow in power as they grow in corruption. This versatile prestige class isn't just for crazed NPCs; it represents a character's struggle with the power and temptation of ultimate evil. Will you succumb?"

Dungeoncraft: Running Large Encounters, by Monte Cook.

Silicon Sorcery: Neverwinter Nights
 

Xarlen:

Actually, fluffycrunch sums the issue up pretty well...though I'm not sure I'd feel comfortable with the term gaining wide use. ;)


Knight Otu:

The mechanics do seem to be a bigger part of the swashbuckling article than the knight one; I think mostly because flamboyant, cinematic combat is a big part of the feel of the genre. Also, swashbuckling characters can slip into games without needing all the set dressing chivalry takes, so while there is some stuff on dueling societies and such, most of the focus is on characters. By the way, they suggest tweaking the honor system from Knights article, as well as using the reputation points, insult and wit rules from #294.

The bard article is extremely flavorful, with some nice descriptions of the "books" (or mobiles, or bead chains) and performances. Though a number of the performances might be a little too narrow for PCs to invest in, it's still a more interesting alternative to handing out a vanilla magic item.

The troll subtypes are: scrags (aquatic), fiendish, half-fiend/half-troll, rock, ice, deep sea, and slime. Mostly they just have minor variations on damage taken or given and/or limitations on regeneration, aside from the two from templates in the MM.

As to the power level of draconic creatures, they get claw attacks, dark and low-light vision, bonuses to saves against sleep and paralysis, +2 to Str and Con, bonuses to intimidate and spot. No more than +1 to the CR, and an LA of +1 for characters.


For some reason I can't quite put my finger on, my first impression on looking through the issue was that, aside from the swashbuckler article, it was a little blah. However, actually reading the articles left me pretty happy with it.
 

Re: And in next month's issue...

Aitch Eye said:
Dragon #302 will feature:

Upon a Fearful Summons, by Charles Dunwoody. "Customize your spellcasters with new summoning variants, rules for custom summoning lists, and balanced rules for summoning nearly any monster."
[/B]

At last! Too bad I won't be getting this issue until after christmas or something...
 

Aitch Eye said:
A generally useful issue with a particularly nice "Campaign Components" feature; and -- outside of "What's New?" -- refreshingly free of vile adult content. I particularly liked the illustrations for the alchemy article.

SNIP

Hmm... The #301's preview mentions The Beastiary: Born Fair and Foul, with three new Fey types to add to a game: The Changeling, the Force of Nature, and the Unseelie Template.

Are those still part of the issue? :confused:
 


Aitch Eye said:
Guild Secrets: Claw of Gold, by Andy Collins. Thieves' guild with a leader attempting to establish a powerful dynasty in the world. Includes the Draconic template, for creatures with a dragon ancestor.

This was a nifty idea when Green Ronin did it (in Arcana: Societies of Magic) - I hope the Dragon article has some new twist?

J
 

First of all, I apologize to David Wahlstrom for saying I particularly liked his illustrations for the alchemy article without actually having the decency to give his name.

To answer the questions:

LoneWolf23:

After reading you post, I got this vague worry that I had in fact missed an entire "Bestiary" article. A page by page examination assures me that I've only embarrassed myself in other ways. Now that you mention it, I was looking forward to that article.


Jarval:

The Parry feat allows you to roll to beat a successful attack roll once per round, using up an AoA and giving your opponent an opportunity to disarm you. The prerequisites are fairly minor and there are some obvious restrictions.

For a swashbuckling game, they suggest making it a regular combat option for everyone rather than a feat, with the prerequisites only being necessary for taking the more detailed parry feats. The 9 other parry feats let you make multiple parry attempts, protect others, parry in armor or unarmed, avoid some of the disadvantages, or turn a parry into a sunder attempt.


drnuncheon:

I don't have Arcana: Societies of Magic, but I just looked over the reviews. The master of the Claw of Gold isn't a dragon, and it seems like it might be a lower key, quieter group and one that would be easier to drop into an existing campaign.
 

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