Dragon #303 Contents

Aitch Eye

First Post
A nice-looking issue with nice content. Thanks to everyone at the magazine for continuing with the "Campaign Components" features.


Campaign Components: Gladiators, by Dean Poisso. A few pages looking at gladiatorial games in Roman history is followed by the usual tips on working the contests into a D&D game. There are about four pages of rules material, including gladiator-specific armor, three new exotic weapons, combat feats and feats that interact with the "Fame Points" system that's also included (or with the "Honor Points" system in issue #299). However, most of the article deals with integrating the games into campaigns and running them inside and outside the arena rather than crunchy bits. It also has a map of the grounds surrounding an arena, possibly intended to be the same one as on the pull out battlemap/poster.

Class Acts: Blood And Fame, by Kolja Liquette. Three 5-level prestige classes, designed for gladiators but usable for adventurers. The Invisible Blade (a knife-fighter), the Occult Slayer (specializes in fighting spellcasters), and the Reaping Mauler (an unarmed fighter).

Saying The Right Things: Optional Rules for Social Skills, by Eric Cagle. General advice for using Bluff, Diplomacy, Intimidate, and Sense Motive, along with some new rules expanding them.

The Iron Path: Martial Arts Styles for Fantasy Cultures, by Dean Poisso. As in Oriental Adventures, when characters have the prerequisite feats and skill ranks, they receive an added benefit. 15 styles are described, for each of the non-hybid PC races and for drow, gnolls, goblins, lizardfolk, ogres, and orcs. (Seven feats are reprinted from some of the non-core WotC books.)

The Undergroves: The Natural Dangers of the Underdark, by Tim Hitchcock. Seven self-contained underground ecologies (such as bone gardens, screaming caves, and salt hives), along with stats for the creatures, flora and hazards found in them.

Guild Secrets: Academy Necronomica, by Andy Collins. Organization of necromancers headed by a lich. Includes two new feats, and three new alchemical substances.

Prying Eyes, by Johnny L. Wilson, from a story idea by T. H. Lain. Fiction featuring iconic cleric Jozan.

Silicon Sorcery: The Lost Horrors of Neverwinter Nights, by Clifford Horowitz. Four monsters from the game: the Skeletal Intellect Devourer, Battle Intellect Devourer, Creator Race, and the Spirit of the Woods template.

DM's Toolbox "Building Better Plot Hooks," by Johnn Four.

DM's Toolbox "Table Tune Up," by Glen Veltum. Using "marks," visual descriptions, gestures, and speaking styles that give players clues about NPCs.

The Play's the Thing "Negotiating with Your DM," by Robin Laws. Typing a DM by their gaming style, and the basic techniques of negotiation.

Sage Advice, by Skip Williams. General questions.

Pullout Insert. One side features a battlemap of a gladiatorial arena, illustrated by Arnie Swekel. The other side is a poster of Marc Sasso's cover art from Dungeon #96 (which will apparently include a poster of Dragon's cover -- they fit together -- with a battlemap of the lower level of the arena).

Several of the regulars ("Living Greyhawk Journal," "Dungeoncraft," "Up On A Soapbox," and "Elminster's Guide to the Realms") don't appear this month.


If anyone has any questions, I'll try to answer them.
 

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I must say, overall, another issue I'm very happy with.

Eternalknight said:
How does the Gladiators article compare to previous Campaign Components?

Favorably, I would say. Now, of course, gladitorial elements are somewhat limited by campaign, probably even more than the swashbuckling issue, but I was pleased with the section overall. Granted, this doesn't really go into some of the really exotic facets of gladatorial life/combat, such as the famed naval battles, etc, but as a basic gladiator article, it's more than enough.

The pull-out battlemap with the arena graphics was a VERY nice little touch... I can forsee this one being used in the future, unlike most of the pull-outs to date.
 

Drat, HI beat me to it!

I actually got my issue early this month. I rather enjoyed the gladiator issues, and really liked that they tied game ideas to gladiatorial history.

Good stuff, these campaign components. Though I admit, I missed a few of the regular features (Soapbox, Dungeoncraft, & Elminster's Guide). Guess every column needs a month off now and then.
 
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I must say, overall, another issue I'm very happy with.

That's good to hear.

As to the regulars that took a month off, "Soapbox," "Elminster's Guide," and LGJ are all back in issue #304. We like to skip a month every now and then with our regular columns, allowing us to give the authors time off, run more feature articles, and so on.
 



Double Team: If two characters have this they can basically flank a target without necessarily flanking.

Improved Dirty Fighting: Advanced version of feat from Sword & Fist.

Staggering Blow: Potentially stuns opponent on critical hit dealing bludgeoning or subdual damage.

They all seem to have reasonable prerequisites.



Tsyr said:
Favorably, I would say. Now, of course, gladitorial elements are somewhat limited by campaign, probably even more than the swashbuckling issue, but I was pleased with the section overall. Granted, this doesn't really go into some of the really exotic facets of gladatorial life/combat, such as the famed naval battles, etc, but as a basic gladiator article, it's more than enough.

I'll second Tsyr's comments and add that while I don't foresee any full-out gladiatorial scenarios showing up in any of our games, the article has pretty much everything we'd really need if they did (other than non gladiator-specific rules like vehicle and water combat), so it's nice to have on hand. Also, as they suggest in a couple of sidebars, there are ways of using it without incorporating giant Roman-style spectacles into a society.
 

is there anyway to explain quickly the info on social skills? I never know when to use diplomacy and when to use bluff...
 

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