Dragon #350

Alzrius

The EN World kitten
The latest Dragon finally made its way to my house today. Here's the skinny:

Editorial: Any Last Wishes?, by Erik Mona - Erik recounts the ending of Monte's Ptolus campaign that he played in; the only time he ever got to use a wish spell.

Scale Mail - Letters this month include questions about where younger gamers can get a group, and how D&D improves vocabulary.

Core Beliefs: Wee Jas, by Sean K Reynolds - This expansive article details Wee Jas herself, the role of her clerics, relations with religions, the role of mages, holidays, three religious myths, prestige class suggestions for her worshippers, relics of her faith, three new divine spells (glamour costume, lesser globe of radiant invulnerability, and greater globe of radiant invulnerability), two NPC contacts in her church, and information on her herald: Zem'Jil, a succubus Wee Jas made lawful. Sidebars cover the basic information about Wee Jas, two of her holy texts, religious aphorisms, and a customized summon list.

Magical Pollution, by Hal Maclean and the [smallcaps]dragon[/smallcaps] staff - Several hazards that come as a result of magical pollution are presented: three mutation templates (arcane-blood, poisonous, and stonebone), along with a feat, "Evolved" that can mitigate the templates' drawbacks; two polluted locations - the artifier's dump, and the grave-tainted well; finally, there are two magical pollution hazards - herbal rot and shadow nightmares. A sidebar discusses use of magical pollution in the new WotC book Cityscape.

Creatures of Corruption, by Jake Manley and Jason Bulmahn - Three creatures, borne of magical mishaps (or even made that way deliberately) are presented: alchemical undead (CR 6), the corrupted template (CR +2) with a sample corrupted treant, and toxic ooze (CR 3). Each has a short discussion of the monster's strategy and tactics, a sample encounter, and most have a mention of their ecology.

Legacies of Ancient Empires, by Eric L. Boyd - Four new planetouched races for the [smallcaps]Forgotten Realms[/smallcaps] are presented here: the azerblood (shield dwarves/azers), celadrin ((gold) elves/(firre) eladrin), d'hin ((lightfoot) halflings/djinn), and worghest (goblins/barghests). Each has a sample NPC given, their strategy and tactics, ecology, In the Realms, and PC race information.

Ecology of the Clockwork Horror, by Eric Cagle - This ecology covers the history of the clockwork horrors, their physiology, psychology and society, and presents a new type of clockwork horror: the copper horror (the silver horror is referenced in passing to it). Sidebars cover Knowledge checks about clockwork horrors, how clockwork horrors and created, and the adamantine horror.

Savage Tidings: Journey to the Isle of Dread, by Stephen S. Greer and Gary Holian - This article covers the history of the Pearl Sea, noting the rule by the Olman Empire and the Suel Invasion. It also covers the various locations of the Vohoun Ocean, specifically the Pirate Isles and the Mist Kingdom. It covers where to get replacement PCs while on the ocean voyage, three NPC cohorts, four new regional feats (Blessed of Osprem, Last Survivor, Stowaway, and Vohoun Eye), and a new affiliation, the Emerald Crest (and lists the executive power of the Church of the Whirling Fury affiliation, which was accidently omitted from Dragon #348).

Bazaar of the Bizarre, by James Lafond Sutter - Six new magic items are presented that are meant to assist the wizard in his day-to-day life: the arcane fence, the containment cloth, the failsafe ring, the occulus, the researcher, and the thaumatuscope.

Spellcraft: Chronomancy, by Christopher Wissel - This article discusses a new arcane spellbook called the Chronocorsa, before giving us five new time-related arcane spells are presented (aging touch, skillful moment, temporal jolt, temporal repair, and time shield). A lengthy sidebar discusses using time travel in a campaign, and how (and why) D&D currently deftly avoids major time-travel issues. A second sidebar puts the new spells into a spell-list format.

Sage Advice, by Andy Collins - The Sage addresses several questions related to using (and selecting) skills and feats.

Class Acts

Adventurer: Rogue Guide, by Amber E. Scott - This article presents a quick guide and recap to sneak attacks, along with listing compatible feats, spells, and prestige classes from various sources. It then gives a recap of various skill uses, along with a table listing the uses and the modifiers for them.

Arcane: Beast Soulmelds, by Joshua Cole - New soulmelds are presented for the totemist (from Magic of Incarnum): the brood keeper's heart, the chaos roc's span, and the gravorg tail.

Divine: The Oversoul, by Matthew J. Hanson - A new pantheistic non-deity is presented: the Oversoul. Not a deity, the Oversoul's pilosophy is presented, along with notations of its portfolio, domains, mantles (from Complete Psionic), religious training, quests, prayers, temples, rites, herald and allies (it has no herald), and relics.

Warrior: The Archer's Art, by Mark A. Hart - Four new archery-related feats are given (Bow Heart, Efficient Pull, Master Bowyer, and Ranged Threat), along with a list of existing archery-related feats from the PHB, PHB2, Complete Warrior, and Races of the Wild.

Comics - Nodwick, by Aaron Williams; Dork Tower, by John Kovalic; Zogonia, by Tony Moseley; and The Order of the Stick, by Rich Burlew.

NEXT MONTH IN DRAGON #351

The World Serpent Inn

by Wolfgang Baur, Eric L. Boyd, James Lowder, et al.
Explore the planar enigma of the World Serpent Inn, an ever-changing festhall and flophouse unfettered by reality. This year, the World Serpent Inn revisits several past campaign settings, including:
GREYHAWK: Visit the fortress-port of Irongate and face the horrors that crawl beneath its deepest mines.
DARK SUN: Throw in your lot in a war over the secrets of the desert's depths.
RAVENLOFT: Reveal the shadowy new darklord of Lord Soth's former realm.
Along with stops in [smallcaps]al-qadim[/smallcaps], [smallcaps]dragonlance[/smallcaps], [smallcaps]planescape[/smallcaps], and beyond.

Ecology of the Isle of Dread
by Jacob Frazier
The Isle of Dread explored! Read the journal of Larissa Vanderboren and retrace her adventures. Includes a free player's poster map of the Isle of Dread!

Plus
New monthly [smallcaps]forgotten realms[/smallcaps] and [smallcaps]eberron[/smallcaps] features, Class Acts, Scale Mail, Sage Advice, Savage Tidings, and the comics, including the Order of the Stick.
 
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Clockwork Horrors. Mmmm. I always loved those things. Nice to see them getting expanded mention along with the Coppers.

The new Soulmelds are a nice surprise too. Cant wait to pick up this issue.
 

Alzrius said:
Core Beliefs: Wee Jas, by Sean K Reynolds - This expansive article details Wee Jas herself, the role of her clerics, relations with religions, the role of mages, holidays, three religious myths, prestige class suggestions for her worshippers, relics of her faith, three new divine spells (glamour costume, lesser globe of radiant invulnerability, and greater globe of radiant invulnerability), two NPC contacts in her church, and information on her herald: Zem'Jil, a succubus Wee Jas made lawful. Sidebars cover the basic information about Wee Jas, two of her holy texts, religious aphorisms, and a customized summon list.
*brain explodes over succubus/erinyes issue*

Other than my brain exploding, that sounds cool.

Magical Pollution, by Hal Maclean and the [smallcaps]dragon[/smallcaps] staff - Several hazards that come as a result of magical pollution are presented: three mutation templates (arcane-blood, poisonous, and stonebone), along with a feat, "Evolved" that can mitigate the templates' drawbacks; two polluted locations - the artifier's dump, and the grave-tainted well; finally, there are two magical pollution hazards - herbal rot and shadow nightmares. A sidebar discusses use of magical pollution in the new WotC book Citysape.

Creatures of Corruption, by Jake Manley and Jason Bulmahn - Three creatures, borne of magical mishaps (or even made that way deliberately) are presented: alchemical undead (CR 6), the corrupted template (CR +2) with a sample corrupted treant, and toxic ooze (CR 3). Each has a short discussion of the monster's strategy and tactics, a sample encounter, and most have a mention of their ecology.
Not something I would have ever come up with, but neat and it sounds very useful.

Legacies of Ancient Empires, by Eric L. Boyd - Four new planetouched races for the [smallcaps]Forgotten Realms[/smallcaps] are presented here: the azerblood (shield dwarves/azers), celadrin ((gold) elves/(firre) eladrin), d'hin ((lightfoot) halflings/djinn), and worghest (goblins/barghests). each has a sample NPC given, their strategy and tactics, ecology, In the Realms, and PC race information.
Faerunian humans: The world's most endangered species.

Bazaar of the Bizarre, by James Lafond Sutter - Six new magic items are presented that are meant to assist the wizard in his day-to-day life: the arcane fence, the containment cloth, the failsafe ring, the occulus, the researcher, and the thaumatuscope.

Spellcraft: Chronomancy, by Christopher Wissel - This article discusses a new arcane spellbook called the Chronocorsa, before giving us five new time-related arcane spells are presented (aging touch, skillful moment, temporal jolt, temporal repair, and time shield). A lengthy sidebar discusses using time travel in a campaign, and how (and why) D&D currently deftly avoids major time-travel issues. A second sidebar puts the new spells into a spell-list format.
Awesome. I'd love to see more of these two specific topics in the future.

And 351 sounds pretty great as well. Has the World Serpent Inn ever gotten a write-up in Dragon, or just in MoP? (Other than Planescape, yadda yadda.)
 


Alzrius said:
Core Beliefs: Wee Jas, by Sean K Reynolds - This expansive article details Wee Jas herself, the role of her clerics, relations with religions, the role of mages, holidays, three religious myths, prestige class suggestions for her worshippers, relics of her faith, three new divine spells (glamour costume, lesser globe of radiant invulnerability, and greater globe of radiant invulnerability), two NPC contacts in her church, and information on her herald: Zem'Jil, a succubus Wee Jas made lawful. Sidebars cover the basic information about Wee Jas, two of her holy texts, religious aphorisms, and a customized summon list.

I really enjoyed the previous articles in the series, and so I'm rather looking forward to this one.

Legacies of Ancient Empires, by Eric L. Boyd - Four new planetouched races for the [smallcaps]Forgotten Realms[/smallcaps] are presented here: the azerblood (shield dwarves/azers), celadrin ((gold) elves/(firre) eladrin), d'hin ((lightfoot) halflings/djinn), and worghest (goblins/barghests). each has a sample NPC given, their strategy and tactics, ecology, In the Realms, and PC race information.

More planetouched is good, though I suppose on some level I worry about the continual racial fragmentation of them. Sometimes a tiefling is just a tiefling, regardless of the mortal heritage being human/elven/dwarfen/gnome/etc. But since some of these look like specific, insular bloodlines, or in the case of the Barghest/goblins a combination that's different enough from most fiendish bloodlines that it should be pretty nifty.

Ecology of the Clockwork Horror, by Eric Cagle - This ecology covers the history of the clockwork horrors, their physiology, psychology and society, and presents a new type of clockwork horror: the copper horror (the silver horror is referenced in passing to it). Sidebars cover Knowledge checks about clockwork horrors, how clockwork horrors and created, and the adamantine horror.

I never really had exposure to the Spelljammer material with these guys, so this should be an interesting read.
 

NEXT MONTH IN DRAGON #351 said:
The World Serpent Inn
by Wolfgang Baur, Eric L. Boyd, James Lowder, et al.
Explore the planar enigma of the World Serpent Inn, an ever-changing festhall and flophouse unfettered by reality. This year, the World Serpent Inn revisits several past campaign settings, including:
GREYHAWK: Visit the fortress-port of Irongate and face the horrors that crawl beneath its deepest mines.
DARK SUN: Throw in your lot in a war over the secrets of the desert's depths.
RAVENLOFT: Reveal the shadowy new darklord of Lord Soth's former realm.
Along with stops in al-qadim, dragonlance, planescape, and beyond.

Yummy, yummy issue.
shemmychibi.gif


*grin* And for the Planescape section, I'm curious to see what stayed and what got cut.
 

Nodwick and OOTS are great! Potion of Cognitive Dissonance, Swarm of Puffins ...

Archer article is good, too -- I appreciate the collected feats. I'm wokring back to front (as per SOP) so the jury's o7ut on the other stuff.
 



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