Knights and Paladins!
Campaign Components: Knights
by John Tresca
This issue of Dragon (#299) presents the first of a new concept of articles about D&D. New campaign settings are great, but often it's hard to adapt that material for a game already in progress. "Campaign Components" articles take the best parts of a campaign idea and give you the tools you need to add specific theme to your home campaign or use them to build a new world.
The first installment? Knights!
Jousting tournaments, knightly orders, honor, chivalry, quests, crusades and courtly intrigue: It's all explained and presented so you can lift it or leave it. Play a gnome peasent, a dwarven squire, a halfling knight, or a half-orc king. Inside you'll also find new uses for skills, d20 jousting and tournament rules, magic items, and adventure seeds so you can add knights to any game.
Think it's not D&D without mind flayers and mages? Don't worry: We'll show you how to bring back chivalry to the dungeons and dragons tilting grounds.
Aracane Lore: Sacred Spells
by Amber E. Scott
Pump up your Paladins with new spells of truly righteous might.
Class Acts: Oath and Order
by Bruce R. Cordell
Two deadly monk prestige classes show the power of the ordered mind.
Bazaar of the Bizarre: The Wizard's Toy Box
by Chris Coyle
See what terror and joy the toys of wizards can bring.
The Play's the Thing
by Eric Cagle
Does having the Run feat make you a coward? See how your feats can effect your personality.
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