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Dragon #303 Contents
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<blockquote data-quote="Aitch Eye" data-source="post: 527830" data-attributes="member: 385"><p>A nice-looking issue with nice content. Thanks to everyone at the magazine for continuing with the "Campaign Components" features.</p><p></p><p></p><p><strong>Campaign Components: Gladiators,</strong> 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.</p><p></p><p><strong>Class Acts: Blood And Fame,</strong> 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).</p><p></p><p><strong>Saying The Right Things: Optional Rules for Social Skills,</strong> by Eric Cagle. General advice for using Bluff, Diplomacy, Intimidate, and Sense Motive, along with some new rules expanding them.</p><p></p><p><strong>The Iron Path: Martial Arts Styles for Fantasy Cultures,</strong> by Dean Poisso. As in <em>Oriental Adventures</em>, 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.)</p><p></p><p><strong>The Undergroves: The Natural Dangers of the Underdark,</strong> 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. </p><p></p><p><strong>Guild Secrets: Academy Necronomica,</strong> by Andy Collins. Organization of necromancers headed by a lich. Includes two new feats, and three new alchemical substances.</p><p></p><p><strong>Prying Eyes,</strong> by Johnny L. Wilson, from a story idea by T. H. Lain. Fiction featuring iconic cleric Jozan.</p><p></p><p><strong>Silicon Sorcery: The Lost Horrors of Neverwinter Nights,</strong> by Clifford Horowitz. Four monsters from the game: the Skeletal Intellect Devourer, Battle Intellect Devourer, Creator Race, and the Spirit of the Woods template.</p><p></p><p><strong>DM's Toolbox "Building Better Plot Hooks,"</strong> by Johnn Four.</p><p></p><p><strong>DM's Toolbox "Table Tune Up,"</strong> by Glen Veltum. Using "marks," visual descriptions, gestures, and speaking styles that give players clues about NPCs.</p><p></p><p><strong>The Play's the Thing "Negotiating with Your DM,"</strong> by Robin Laws. Typing a DM by their gaming style, and the basic techniques of negotiation.</p><p></p><p><strong>Sage Advice,</strong> by Skip Williams. General questions.</p><p></p><p><strong>Pullout Insert.</strong> 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 <em>Dungeon</em> #96 (which will apparently include a poster of <em>Dragon's</em> cover -- they fit together -- with a battlemap of the lower level of the arena).</p><p></p><p>Several of the regulars ("Living Greyhawk Journal," "Dungeoncraft," "Up On A Soapbox," and "Elminster's Guide to the Realms") don't appear this month.</p><p></p><p></p><p>If anyone has any questions, I'll try to answer them.</p></blockquote><p></p>
[QUOTE="Aitch Eye, post: 527830, member: 385"] A nice-looking issue with nice content. Thanks to everyone at the magazine for continuing with the "Campaign Components" features. [b]Campaign Components: Gladiators,[/b] 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. [b]Class Acts: Blood And Fame,[/b] 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). [b]Saying The Right Things: Optional Rules for Social Skills,[/b] by Eric Cagle. General advice for using Bluff, Diplomacy, Intimidate, and Sense Motive, along with some new rules expanding them. [b]The Iron Path: Martial Arts Styles for Fantasy Cultures,[/b] by Dean Poisso. As in [i]Oriental Adventures[/i], 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.) [b]The Undergroves: The Natural Dangers of the Underdark,[/b] 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. [b]Guild Secrets: Academy Necronomica,[/b] by Andy Collins. Organization of necromancers headed by a lich. Includes two new feats, and three new alchemical substances. [b]Prying Eyes,[/b] by Johnny L. Wilson, from a story idea by T. H. Lain. Fiction featuring iconic cleric Jozan. [b]Silicon Sorcery: The Lost Horrors of Neverwinter Nights,[/b] by Clifford Horowitz. Four monsters from the game: the Skeletal Intellect Devourer, Battle Intellect Devourer, Creator Race, and the Spirit of the Woods template. [b]DM's Toolbox "Building Better Plot Hooks,"[/b] by Johnn Four. [b]DM's Toolbox "Table Tune Up,"[/b] by Glen Veltum. Using "marks," visual descriptions, gestures, and speaking styles that give players clues about NPCs. [b]The Play's the Thing "Negotiating with Your DM,"[/b] by Robin Laws. Typing a DM by their gaming style, and the basic techniques of negotiation. [b]Sage Advice,[/b] by Skip Williams. General questions. [b]Pullout Insert.[/b] 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 [i]Dungeon[/i] #96 (which will apparently include a poster of [i]Dragon's[/i] 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. [/QUOTE]
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