Let's read the entire run

Dragon Issue 334: August 2005


part 3/7


Dreams of Arabia: We continue with another article that could very easily have been branded an Al-Qadim one, but for whatever reason, they decide to go generic with it. So let's see what middle-eastern mythological monsters haven't been converted yet, and if they deserve to be more widely known than they are.

Asag are rocky creatures with three arms, three legs, and lots of eyes all over their body. If they attack you, they give you a disease that makes you feel like you're constantly dying of thirst. Never a nice way to go, so be careful which rocks you're climbing over.

Clockwork Eunuchs are obviously for people who have ridiculous amounts of money, and don't trust human guards not to :):):):) with their harem. Better hope none of the girls has any tech skills to fit them up with a vibrator function. After all, they already have automatic lubrication which would be incredibly easy to repurpose. :p

Flying Monkeys should be familiar to all of you, if not from this source. Like regular monkeys in asia, they're very well adapted indeed to becoming urban scavengers and their flight makes them a real pain to exterminate. They can also do the group grab thing to carry away creatures too large for one to lift, which should worry everybody. Muahahaha.

Humbaba are also familiar, as they're massive humanoids formed from the fused together bodies of regular people. We've already had a variant of that in the epic level handbook. These ones are intelligent, and can grow bigger by incorporating more people into their bodies, which makes them even more potentially scary than an extra big flesh golem.

Relief Golems merge into the walls and look like regular carvings or paintings when not in use. Most players are already suspicious of any statues in dungeons, this'll ramp their paranoia up a little further.

Simurgh are one of those animal hybrid creatures that I'm surprised hasn't been converted to D&D before. Actually, turns out that they were converted in the 2e Al Qadim MC, and they're not that different here. Lion claws, peacock tail, human head, genius intellect and a decent set of magical powers to take advantage of. If you can find them and get them to trust you, you can learn a hell of a lot.


The fires of alchemy: Greek fire is nasty stuff, able to cause substantial amounts of havoc, particularly in naval engagements, as it floats on water and continues to burn. However, compared to flaming oil, 10 foot poles and guns, it doesn't have quite the same cache amongst D&D adventurers. Still, it's a worthy subject for an article, having both plenty of historical detail to fill us in on, and plenty of potential variants to ruin people's days with even better if you have any imagination. Who says wizards have to be the area of effect specialists in the party? Combine it with catapults and a barrel of this stuff can literally go a long way towards devastating a group of enemies. Put it in barrels, put it in landmines, squirt it from hoses, dry it out and use it as a choking cloud of dust that then goes whomph if there's any sparks around. Muahahaha. Just a shame there's not an endothermic variant to deal with the many monsters that are resistant to fire, even though there are such things in real life. I guess there's still value in breaking out the real world chemistry and history books to further supplement this material then.
 

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Dragon Issue 334: August 2005


part 4/7


Drunkards and flagons: Aha! I presume this is the article that was meant to be in issue 326 so the Ale and Wenches part of the byline would make sense. Although it has to be said that we seem to be rather short of wenches after all the sexism complaint letters in the last few months. (nor can I find any trulls, strumpets, harlots, trollops, tarts, doxys, or procuresses. ;) ) Oh well, that just means we can focus all the more on drowning our sorrows. Really, it does seem odd that something that tastes foul and is poisonous to us would be discovered independently in nearly all cultures and go into common use. It has it's uses though, being very much a lesser evil compared to the diseases that proliferated in unhygienic conditions back then. Plus what is self-destructive to the individual can paradoxically turn out to be strengthening for the species as a whole, weeding out the weak so the strong can breed. After all, as any roleplayers should know, the first thing we do if we don't have any immediate and solvable problems to deal with is invent new challenges just to entertain ourselves and test each other so the social order can be properly established. As with the previous article, this is heavily historically based, but also finds room to squeeze in 8 new D&D specific liquors with their own distinct mechanical effects. Be it social bonuses, mitigating the effects of ageing or reinforcing an oathbond, these are mostly enhanced versions of stuff booze is supposed to do in real life. So I do find this article amusing and thought-provoking, but it's not particularly original. And it's very late indeed. This is why it's not a good idea for dealers to sample their own wares. Stuff doesn't get done properly unless at least one person keeps a clear head.


The ecology of the kraken: Ahh, the Kraken. Plenty of real world references to draw on for this epic monstrosity. From biblical, to the now obligatory Call of Cthulhu, to Tennyson, to less famous sailor stories. They have enormous brute force, but in D&D, they're also capable of surprising subtlety, controlling both the weather, and other sea creatures and leveraging those powers into further political influence. If they could actually work with each other without constant ego battles and betrayals, they could probably manage even more. Oh well, that's what keeps evil creatures from ruling the world, so be grateful for it. Another so-so and rather predictable ecology here, mostly fluff, with the usual Knowledge DC tables and the reiteration of a neglected 2nd ed god that many of them worship. And so another little shred of my sanity is ground away by this seemingly endless journey.


Wormfood: From finding a home, we now move on to the shopping opportunities in your new location. Once again a rather mundane bit of worldbuilding, and you can see why they didn't want it cluttering up the main adventure. On the other hand, there is quite a bit of useful stuff that isn't in the corebooks. How often are you going to want to buy a canary or smelling salts? I guess this means that the linked adventure involves mining in some way. A bit of cheek really. Adventurers are supposed to be delving dungeons at low level, not carving out their own. Still, you get to find out about the local booze, drugs, and healing stuff. While certainly not as extensive as the inn of the last home or Aurora's whole realms catalogue, this exactly the kind of overdevelopment that killed gameworlds in the last decade. Once again, I'm not particularly enthralled by this. I hope the main plot is getting down to action quicker than this.
 

Dragon Issue 334: August 2005


part 5/7


Bazaar of the Bizarre: Off to equip the army again. Another topic they have yet to tackle since the 3.5 changeover. Everything old is new again. Or maybe not. I certainly can't work up as much enthusiasm as first time around.

Caltrops of the Captain explode, dealing far more damage than the normal ones. Still, at least they don't hang around for ages. We don't want anti landmine campaigns in our fantasy. That would be very tiresome.

Caltrops of the General are even nastier, covering almost as big an area as a good fireball. Once again a reminder that having a staff wizard is way cheaper than relying on prefab magical items.

Caltrops of the Scout aren't as powerful, but can still penetrate certain types of damage resistance. If you need to run away because you're outmatched, you want to be able to convincingly slow the enemy down, not die before you can report.

Captain's Standards are your basic morale booster for a group, now with drastically shortened duration and range for 3.5 game balance. Well, a +2 bonus to attacks for your whole army would make a quite significant difference. Bah. I'm really not impressed by this particular nerfing.

Cavalryman's Bridles let you navigate your horse through rough terrain like a druid. Actually, druids don't get to extend their power to their animal companion, do they? So this is handy even for them.

Cavalryman's Saddles make your horse faster, able to jump higher, and go longer. It probably won't thank you though. More backbreaking, lather generating work.

Cavalryman's Spurs give you the basic ride bonuses. Another one we've seen pretty precise analogues of before.

Earrings of the Wolf make an adventuring party into a well co-ordinated team able to communicate over a mile with a whisper. Take the metagaming out of the equation, and give yourself a good reason the party's discussions midbattle don't get overheard by the enemy.

Gauntlets of the Siegebreaker offer minor combat bonuses, but their real value is in breaking through walls and doors. Hulk Sunder! Doesn't have quite the same ring to it, does it.

The quiver of the North Wind is another improved arrow storage device. This one isn't unlimited, but is user locked, so you can't just nick it and turn it against the enemy. Should provide a nice bit of frustration when you kill someone and take their stuff.

Scout's Journals take the hassle out of mapping, albeit expensively. Adventurers these days, throwing vast quantities of money just to avoid a little elbow grease. Why in my day, we had a dedicated mapper and we liked it.

Sentry's Eyes give you a compass, a clock, and a bonus on your sensory skills. Pretty useful really, if easy to take for granted. Doncha just love stuff you can get in reality.

Signalling Trumpets let you communicate to all your buds while keeping the message secret from the enemy. Basic battle coordination becomes more useful the more people you have, and bards don't do well in small teams, so this is definitely more an army one than a party one.
 

Dragon Issue 334: August 2005


part 6/7


Spellcraft: Tying in with their new environment book, this column pops off to the seaside too. When you combine the two sea magic articles, plus the elemental water ones, this was very well catered for indeed in 2e. As is far too often the case these days, this is both shorter than previous attempts, and a lot less developed in terms of surrounding details. Man, this reduced page count really is hitting them hard in the departments.

Curse of Spilt Water is a death effect that we saw picked over several times in the old Sage Advice. And now you don't need wishes or polymorph any object to pull it off. Transform them, drink them up, and piss them out. That's a highly amusing callback I wasn't expecting.

Float keeps you on the surface of the water despite ridiculous encumbrances. Seen you before. Basic but quite possibly lifesaving.

Geyser is a water based low level blasty effect. Just another of a million variants to pick in an attempt to bypass the most resistances.

Lash of the Kraken lets you get all tentacular. Not quite as good as Evard's black ones, it still both grapples and hurts, making it an interesting choice for the discerning wizard.

Scyllan Scream makes another conscious Stormwrack callout in an attempt to remind you that you've Gotta Collect 'em All! It's a scary scream, but not nearly as nasty as a banshee's one.

Shark Bolt is a playful little summoning effect, with very quadratic growth in overall power. More creatures, each more powerful. Pile some metamagic on to really keep up with the joneses and knock down those fighters.


Sage advice: Do astral constructs affect ethereal and incorporeal creatures normally (No. Just because ssome ectoplassmic powers can, doesn't mean all of them can.)

What's the official definition of humanoid physiology (Use your common ssensse.)

Does DR protect against spells that do slashing, bludgeoning or piercing damage (no)

What counts as a purely mental action ( Lotss of things. Andy will write a lisst for you to take home, preciouss.)

If you are affected by a condition while schismed, is your second mind as well (Yes)

Does being immune to psionics also make you immune to spells (In this edition, Yess. Remember, immune doessn't really mean Immune anymore, oh no, collins collins, just immune to anything that allows spell resistance)

How do you make a psion killer when it requires unique powers from two different disciplines (Working together, yess. Then we can desstroy the ones who threaten uss, yess?)

If you fall off a cliff, can you carry straight on with the same action when you hit the floor (No. hitting the ground hurtsess, and you have to get up again. Be glad you don't break your leggses in D&D. )
 
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Dragon Issue 334: August 2005


part 7/7


Class acts: Barbarians get Council of Elders. Age does have it's benefits, even in a harsh and primitive culture. They WILL respect your authoritah! Sweet.

Bards get Back to School. Four more ideas for bardic colleges, and backgrounds to go with them. Just the thing for brutal min-maxers.

Clerics get 4 new Divine channeling feats. More ways to mess with undead, sort them out quickly and efficiently so the rogue can stop feeling like a lemon.

Druids get Animal Accessories. As they've said before, you should never miss a chance to upgrade your companions, for otherwise death will come on swift ugly wings. What's a little money when you just got a haul of thousands to destabilize the economy with?

Fighters get The Janissary. We saw you in Al Qadim as a kit. Now they're back as a class variant. Same difference, really, given it's not a very big change. 3e really needs a point buy class construction system. Go go BESM to the rescue!

Monks get Worldly Styles. Three new real world fighting styles for you to kick ass in. More combat alternatives to keep players and enemies guessing.

Paladins are also getting arabian this month, with three sets of advice for arabian, egyptian and sumerian culture. Nothing a bit of independent research and common sense wouldn't have told you.

Rangers get Nowhere to Hide. Just how tricky is it for you to pick a disguised favored enemy out of the crowd? They've got to have a chance, particularly if they're higher level than you. More of their drive to rigidly codify skill DC's.

Rogues get That which does not Kill, part II. Once again, nearly dying in nasty ways is used as springboard to more impressive powers. Definitely worth considering if you went through that trouble.

Sorcerers get The Bronze Solaris. Do they really derive their powers from celestial ancestry? Given this is D&D, probably, although some of them may be faking it. Includes an organization feat that could prove rather handy in qualifying for prestige classes without multiclassing. And lets face it, we all know loremaster is just plain better than sorcerer. Very worth considering on both a fluff and crunch level.

Wizards get the multiclassing baton this month. A one level dip in another class can provide you with some much needed feats, skills, and save bonuses. Be very wary though, for any more than that, and you start becoming a suboptimal spellcaster. Only do so if aiming for a good prestige class that'll make up for this.


Nodwick catches a kraken first try. That'll have them eating seafood for weeks. Carson the muskrat tries to convert the dork tower players to a healthy diet. Vengance is swift and certain. Zogonia gets gnomified. What a downer.


A fairly sharp contrast between the articles, which showed a real resurgence in setting material that's useful for non-D&D players; and the columns, which were particularly formulaic and tedious this month. I guess that once again shows that changing the type of material they're getting is a slow process, especially if they aren't getting submissions anymore from the people who used to do fun stuff like the Monster Hunter ecologies. Let's see if the pendulum keeps on swinging, or they decide that this is the right balance of material for now and stick there.
 

Dragon Issue 335: September 2005


part 1/7


75(108) pages. Even though the Realms has got by far the most material in the magazine, it's never had a themed issue before, strangely. But the year's absence has built up pressure enough that it's time for a full five articles (and an appropriate cover) in one go, giving the finger to everyone who was sick of it before. I'm not sure if I should be amused by this or not. As ever, let's hope the articles actually have something new to say about it, and aren't merely content churned out for the sake of making money.


Scan Quality: Good, unindexed, ad-free scan.


In this issue:


From the editor: Just like 2 issues ago, Erik's editorial is all about how much he loves settings, and how much more setting material he wants to put in Dragon each month. But he still has to both get the submissions from writers, and deal with the WotC higher-ups who want everything to be aimed at the widest possible audience all the time. So they will still be giving preferential treatment to the three alive settings, and most articles will still be generic or easily made so. One wonders just how hard he had to argue to get the other campaigns a collective themed issue every January. This just feels like a reminder not to get complacent. This battle is far from over, and all it will take is one change at the helm to send things back to the tedium of being all generic, all the time. Freedom is a fragile thing, and must be constantly fought for. Let's hope he can get the help he needs to win that battle for the next couple of years at least.


Scale Mail: We start with another letter from someone who think's they've improved recently, and is subscribing as a result. Cut out the middlemen, follow his example today! :teeth ting:

Next we have someone who lost his car, and was most worried about the disappearance of his gaming books in the back. Yes, it's so very crucial to replace them if they go missing, particularly the out-of-print stuff.

The sexism debates continue with a list of fantastical shows that do have very strong female fanbases. Perhaps D&D could learn something from their themes and presentation. Dragonlance managed a fairly strong female fanbase, and I seem to recall that being as much due to the distinct artwork style as the stuff actually in the books.

Another letter says that no-one will complain if they put a bit more beefcake on the covers. I think they may have forgotten what happened after issue 294. How short some memories are.

Similarly, we have someone who wants another swashbuckling/naval special so soon after we've already had big articles on both swashbucklers and pirates. Once again, I'm left feeling that I might just possibly have a longer attention span and memory than the average bear.

And finally we have someone who wants to have a complete collection from the start of the 3.5 issues. Since that's only 2 years in the past, that's not a particularly hard or expensive task as these things go.
 


Dragon Issue 335: September 2005


part 2/7


First watch changes formats from lots of jumbly little coloured boxes to a neater thin column model. It also seems to be moving towards greater focus on actual RPG products. I think that's a positive change. Good to see them still working on that.

Magic of Incarnum is our generic release. An attempt to do something different within D&D's magic system, this doesn't do that badly at it's objective, even if it does have some silly names. The substitute magic item system is quite favourful, and the whole thing is unusually multiclass friendly for a primary caster class. A laudable attempt.

Our other two releases are a pair of little adventures. Sons of Grummsh and Fane of the Drow. Both aimed at parties of about 4th level, and designed to be compatible with their new minis line, they should keep the uninspired DM busy for a while.

We also get our latest patronising attempt to lure new players into the hobby. Afternoon adventures with Dungeons & Dragons? Dear oh dear. Even the title radiates fail. We do not want our hands held. Just make the tools look cooler. People hate reading instruction manuals, especially when they talk down to you.

D20 stuff gets it's usual boost. The Freeport trilogy gets reprinted. Green Ronin's own contribution to the worldbuilding business still seems fairly popular. Atlas games goes back to Northern Crown, their game of fantasy frontier america. Seems like you can put a fantasy spin on anything and it'll sell better than a straight historical sourcebook. And if you want something even bigger than the world's largest dungeon, order it from Mammothdungeons.com. I'm betting a certain degree of randomised formulaicness is involved.

Our boardgame this month is a glossy conversion from other media. FFG put their own spin on dungeoncrawling with Descent: Jouneys into the dark. Sounds like a more sophisticated descendent of Heroquest.

Three computer games get the spotlight this time. Dungeon Siege II. Call of Cthulhu: Dark corners of the earth. And Dragonshard, the Eberron D&D game they mentioned a few months ago is now out. Once again, they know what their readers are likely to be interested in, and reinforce the stereotyping.

Two comics as well. Exalted gets it's own line of them, courtesy of UDON's stalwart illustrators. Are you ready to see the stunts in action? Also with it's own share of high action is the compilation of the Conan comics. He's had a long and chequered history, here as in other media.

In minis, we have more 3D terrain coolness from Mystic Blocks. Tough little bits and pieces for your characters to wander around in. And yet more space eaten up in storage.

And finally, (whew) there's the Gamesac, a beanbag customised for gamers, with a little dice holder and footrest and stuff. I find this highly amusing. Is the geek market really that lucrative? Seriously? Of all the things. What will they come up with next?


Waterdeep, splendor of the city: Somewhat irritatingly, we start off the themed section not with an epic special feature, but a bit of celebratory back-patting. We're not covering the Realms in general, but Waterdeep in particular. It's been getting material in the magazine for over 20 years, starting with issue 64 of this magazine, and it's influence extends all over their product range, with sourcebooks, novels, adventures, short stories, and giant maps all featuring or set there. It is a pretty impressive collection, I have to say. So if you're the kind of person who likes tracking down out of print products for the sake of completeness, this article will be quite handy for you. If not, the air of self-promotional smugness may be a little grating. I just want to keep moving forward and see what new stuff they can add to the setting, not look back yet again at stuff I've mostly already gone through now.
 

Dragon Issue 335: September 2005


part 3/7


The music of waterdeep: A new organisation without a mechanical social ranking system or prestige class attached to it? That is unusual these days, and reminds us that Elaine Cunningham is one of their novel writers who isn't really a gamer. She is very well steeped in Realmslore though, especially since she wrote a fair chunk of it, and this is packed full of references to familiar names and places. It also has surprisingly little Harry Potter in it, when you consider it's about a Bard College, and spellcasting is an important part of their training in D&D worlds. There's a lot of politics behind it though, and plenty of opportunity for PC's to be students there and still go on adventures. They're secretly a splinter group of the Harpers, and whether their goals will remain aligned with the main group is very much in question. The whole thing is written in the IC style that was popular in the 90's, although she doesn't break the 4th wall like Ed and Jeff were so wont to do. So like last issue's features, this is an article that would never have got through last year, and is all the more interesting for it. A lot of the time, changing your playstyle is nothing to do with the actual rules, but the situation your characters are put in, and working from an academic base certainly counts for that. Can you persuade your players that it would be fun to send their characters back to school to learn some new tricks?


An interview with Ed Greenwood: Curiously enough, Ed isn't giving us any new game material this month. But then, he has always been more about the cool ideas than strict adherence to the rules of the game. Most of his highly powerful characters were technically illegal by the old rules, and weirdly enough, are underpowered for their level when converted into 3e. The more important thing has always been developing the setting and the histories of the cool people, places and magic items within it. And in the course of the interview, he does wind up answering more questions about the setting than himself. Unlike the last time he was interviewed in issue 244, he no longer gets to game quite so regularly, as his original group have fallen prey to the usual adulthood thing of jobs, families and life in general making scheduling a pain. But even if life isn't perfect, it's still pretty sweet. He has far more job security than any of the office guys in Paizo or WotC, due to the original contract that means they can't stop publishing the Realms for too long or get rid of him and his input without the rights reverting to him. (and wouldn't it be interesting to see what he would do with them if not bound to using whatever the current D&D rules system is at the moment) Having to write more novels featuring Elminster due to public demand seems a relatively mild price to pay to keep the money coming in. As usual, I remain jealous of both the sheer quantity of ideas he's able to come up with, and the way he can express them, and can't wait to see what he comes up with next.
 

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