Dragon Magazine - pdf Jan 2M Dragon Magazine - pdf Jan 2M Dragon Magazine - pdf Jan 2M. November | DRAGON Editorial: Wild Times The magazines are also celebrating the Feywild this month by paying homage to some. Dragon Magazine - Download as PDF File .pdf), Text File .txt) or view presentation slides online. 4th edition D&D / Dragon Magazine no.

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    Fiery and tempestuous. Magnate Tisera has no patience for fools and has a reputation for being exceptionally demanding. She has won victory after victory on every march of the realm.

    Rethmil has little liking for reminders of Nerathi rule. Several knightly orders take oaths to serve different causes or faiths. The kingdom is mostly agrarian.

    Each Hyarthan Knight must earn his or her own drake through deeds of valor and demonstrated skill at arms. From all corners of the world. Knight-Marshal Anton. The only person who sees her tender side is her husband of forty years. Anton is a stern and capable man of fifty. As magnate. Of the power groups in Rethmil. Rethmil has reestablished itself as an independent realm. The Hyarthan Knights. House Marduum is a longtime rival of the ruling House Sathandin.

    Tisera stands at the head of a large and powerful bureaucracy. The Magnacy. Younger knights devote much of their time and attention to winning their spurs. Unlike swordmages in other lands.

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    Although each academy takes on a number of promising commoners. Rethmilians of the lower classes are less likely to be tutored in magic. Twenty years ago. Beshan is the master of the largest counting house in Zagramor. The cult is banned throughout Rethmil. Of the various schools throughout Rethmil. An elegant and witty woman of forty-five. Dervis Beshan: One of the richest men in Rethmil.

    Four years ago. Graduates of each school form a loose association or society that looks out for current students of that school. Ophelia Rysandor: Seemingly an empty-headed noble given to decadent parties.

    Lady Rysandor is in actuality a high priestess of the cult of Asmodeus in Rethmil. Beshan is a young. Rivalries between alumni of different academies are very real and sometimes turn bitter. Dervis Beshan thoroughly resents this situation. Like many of his fellows. Many Rethmilian nobles undertake the study of magic as part of their training in youth. Exploring Rethmil Most of Rethmil is a wide. Alam-Reth is a beautiful city of ancient walls. The Golden Fireflower is the most extravagant.

    Inns and Taverns: Good inns and fine restaurants abound in Alam-Reth. Population Mix: Alam-Reth is home to about Castle Jemar High in the southern mountains. The Magnacy of ficial who administrates the city government is the lordconsul. Jemar-Khul keeps a number of fantastic pets.

    Centuries past. Long ago this was a city of the dreaded oni. Most of the people in Rethmil live in the eastern half of the country. The city walls are thick and strong. The land is arid and treeless.

    The city is well ordered and has long. The Knights of Rethmil energetic man of thirty-three. The estates and rangeland near the city produce grain. It is the capital and the largest city of Rethmil. Rethmil is largely self-sufficient. The western border with Dercassia is less clearly defined. Unlike many of the other fortifications in the ancient city. A small number of dragonborn. JemarKhul and his monstrous race warred against Rethmil.

    Harman Marduum. Lord-Consul Harman is engaged in a number of civic projects that are long overdue. The Rosewood Inn is popular with foreigners and merchants.

    Buried Secrets: Marduum is seeking an ancient treasury of great Arkhosian battle magic. The basin has few inhabitants. The Knights of Rethmil one hundred or so knights. Suthmar This remote town in the upper vale of the Zagran River is isolated from the rest of Rethmil. The town is home to the much-diminished House Tedrazar. The heroes must blunt the Marrowfang raids and put an end to the threat by defeating the Marrowfang chieftain and his mysterious advisor.

    The Feya Basin is the exception. Zagramor The second-largest city in Rethmil—in fact. The city is home to a large garrison of Magnacy soldiers. All trade into and out of the country passes over its wharves. This large stretch of dry scrub. Those knights who are stationed here follow lives of simple discipline. Feya Basin Most of Rethmil is dry but arable. The basin is home to many desert monsters. Some suspect the loyalty of the Tedrazar nobles.

    Of these. Under his command. It seems that the Tedrazars are content to rule in Suthmar. Suthmar is worth defending: Prince of the Oni: A ruined castle in the trackless mountains south of Rethmil is home to the mighty oni mage Jemar-Khul.

    Monstrous incursions in the borderlands are a constant threat. The Marrowfangs: The rugged hills and mountains between the Sand Sea and the Black Stone Desert are home to scores of vicious gnoll tribes.

    The Sand Sea folk rarely take lodgings in the city. At-Will F Arcane. The concussive force of its strike briefly slows your foe. When charging. Add your Intelligence modifier to the damage if you charge while mounted. Long ago. Thunder Standard Action Melee 2 Target: One creature Attack: Richard Baker is an award-winning game designer who has written numerous adventures and sourcebooks. The Knights of Rethmil who gained his position through sheer bureaucratic tenure.

    Swordmages who study under the Hyarthan Knights often learn arcane lance. Many Sand Sea nomads visit Zagramor regularly.

    Jeremy Crawford Producers Christopher Perkins. Each theme can encompass several unique stories within the same concept. Character Themes: When you begin creating your character you likely have an idea of what race and what class you want to play. A treacherous fey could manifest the Evil Eye. A theme can help you f lesh out your character and provide some interesting options for developing his or her background. No qualification or ritual is necessary to join the Wild Hunt.

    The presence of the Wild Hunt is felt most strongly in the Feywild. Just as race and class create basic definitions about who your character is.

    This article details two character themes with a connection to the Feywild: A rider might be a member of a hunting tribe in either the Feywild or the natural world. For information on using themes as part of character creation. When the firbolgs accept a Wild Hunt rider into their numbers. It simply happens. The hunt is driven by a deeper magic that follows no rules mortals can understand. Chasing unseen prey. Characters who have much in common with firbolgs might end up in the hunt.

    Both natural and supernatural at the same time. For you. Just as nature in the Feywild grows greener and more lush than in the natural world. Starting Feature When the Wild Hunt rages. The Wild Hunt is the fury of nature. This is not a choice the firbolgs make. No creature can hide from your supernaturally keen eyes. This group includes unaligned characters and worshipers of the three deities the firbolgs revere: Sehanine the Maiden. Born from the Feywild lord. Your attacks ignore partial concealment.

    The fey feel the call when the hunt rides. Level 10 Feature When you ride with the Wild Hunt. As with so many matters related to the fey. The rider reappears at his or her former location days or weeks later with little memory of what happened—just flashes of rage and hunger. After experiencing such freedom. Dozens or hundreds of horsemen and runners charge through the skies or over the hills in wild lands. No one on the hunt ever remembers what was being hunted or why. When the Wild Hunt appears.

    The hunt appears at unpredictable moments. You gain and master the Phantom Steed ritual. Their manes trail fog and spark with lightning.

    The great beasts are desperate for the thrill of the hunt. Even the noble fey sense its pulse in their blood. Melora the Mother. Daily F Aura. Most oracles of the evil eye who undertake adventuring careers are gnomes or eladrin.

    Each time you join the Wild Hunt. If you end this jump adjacent to an enemy. An oracle of the evil eye might be adventuring in search of a way to dispel the curse and return to the warmth and comfort of society. The eye grants the oracle influence over the minds of other creatures and the ability to see glimpses of the future.

    Primal Minor Action Personal Effect: You activate an aura 1 that lasts until the end of the encounter or until you end it as a minor action. Only the cruelest creatures consider gaining an evil eye to be a blessing. Forced to undergo the ritual. The Baleful Ritual of the Evil Eye causes an evil eye to appear. They go off into the woods of the Feywild.

    Evil fey such as quicklings and spriggans thrill at the power of an evil eye.

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    You teleport to a square adjacent to the triggering enemy. Teleportation Immediate Reaction Personal Trigger: An enemy that started its turn within 10 squares of you ends its turn farther away.

    A ruler might give an evil eye as a gift to a faithful servant one day. You jump up to a number of squares equal to your speed. People fear and shun anyone with an evil eye. Creatures in the aura cannot benefit from invisibility or any concealment. The supernatural powers you have when you are fully immersed in the hunt begin to manifest at other times.

    Encounter F Primal. Even those who retreat by using magical means find the riders close on their heels. As a rider of the hunt. The clouds clear. In their hands. Born from the Feywild Optional Powers As you adventure. Like the spear-wielding hunter leaping to strike. When you choose your prey. This ritual—known to the fomorians. You do not lose a trail. It shapes the thoughts of those you encounter. You gain the gaze of the evil eye power. As time goes on. When you see gold.

    An adventurer who became an oracle without ever leaving the natural world might have run afoul of a strange witch in the woods. You gain low-light vision. Level 10 Feature The eye is a product of evil magic. Mundane light and darkness mean nothing to it. Starting Feature Like each fomorian. It can sometimes call on its abilities to temporarily give you magical sight.

    Optional Powers For all the oracles who try to rid themselves of their evil eyes. Level 2 Utility Power Though your evil eye is a lesser version of what the fomorians possess. Psychic Minor Action Ranged 5 Target: The target takes 2 psychic damage whenever it hits you with an attack a creature can take this damage only once per turn.

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    Some think they can control the eye. Additional Features Level 5 Feature The evil eye channels the deceitful and powermad nature of its fomorian creators.

    When you fight. Its bloodlust fills your ally. Charm Immediate Reaction Close burst 10 Trigger: An enemy within 10 squares of you misses you with an attack. Until the end of the encounter. All is made clear. He lives in the Seattle area and works as a freelance game designer. Scenes of violence. At the moment an enemy chooses to strike.

    Level 6 Utility Power Tiny glimpses of the near future appear to you in erratic bursts. Kim Mohan Producers Christopher Perkins. Level 10 Utility Power Your eye seeks to keep you and itself. The eye sees far more. One ally you can see Effect: The target deals 1d6 extra damage until the end of the encounter.

    Jon Schindehette Illustrators Claudio Pozas. The triggering enemy in the burst Effect: Adventurers from a variety of professions call the Moonshae Isles home and perform various functions in the world. The themes presented here give you information your character knows within a Moonshaes campaign.

    Northlander warriors sail the seas of the north. Each island has a story all its own—of eerie mists that transport a traveler far distances in a heartbeat or of deep forests in which fierce monsters guard legendary treasures. Three distinct cultures. The relatively peaceful Ffolk dwell mainly in the southern portions of the isles.

    Each theme can encompass several stories within the same concept. The fey of Sarifal form a fanatical collective sworn to protect the forests of Gwynneth from human intrusion. Suspicious yet uncertain of your vile lineage. Warriors from your clan patrol the seas around the Moonshaes in longships that inspire terror in any who spot their rectangular sails.

    Once the dominant race of elves on the Moonshae Isles. Feared up and down the Sea of Swords. Northlander Reaver Uthgardt Barbarian With a war cry on your lips and battleaxe in hand. Use the pack outcast theme Neverwinter Campaign Setting.

    You are a crusader adept at protecting the hidden sanctuaries of your people. As a Northlander. Use the Uthgardt barbarian theme Neverwinter Campaign Setting. Those who respect primal spirits and the fey are your allies.

    Primal forces of storm and sea are your friends. Despite your inner turmoil. Use the Iliyanbruen guardian theme Neverwinter Campaign Setting. Your powers are tied to storms and respect for your clan ancestors.

    The Backdrop article is intended more for Dungeon Masters than players. Rare individuals. Of the eladrin subraces. Few fey realms are subject to the same sort of dagger-in-the-back power struggles that often erupt in human kingdoms. Others come to you for your knowledge and experience.

    Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type. For the High Lady. Your principal enemies are denizens of the Feydark who seek to despoil the pristine lands under your protection. You are never completely at ease beyond the wilderness. Building a Sarifal Feywarden You are a champion of the Feywild and guardian of the fabled kingdom of Sarifal. Race Prerequisite: Any fey race but drow.

    Wild elves and wood elves fit this theme well see the optional rules for these variant races in the Neverwinter Campaign Guide. Additional Features Level 5 Feature You have become a trusted feywarden. You have a deep reverence for the primal spirits that watch over the Moonshaes. Choose cold. Only when it is time for Sarifal to retreat once more beyond the twilight veil can a feywarden relax his vigil.

    Most feywardens are unaligned or good. Calling on such power. Associated Skills: They have a Feywild connection that transcends the mortal world. You have recently crossed through the twilight veil and into the world on a mission of great importance to your people. Class Prerequisite: Starting Feature Feywardens of Sarifal are blessed with the eldritch.

    Outsiders regard feywardens as curiously introverted and evasive. Now you continue your work in hopes of becoming an exalted denizen of Sarifal. The resistance and vulnerability increase to Many fey hailing from Sarifal can traverse difficult terrain with surprising ease and swiftness. You distrust humankind. Heed the principles of your noble eladrin matriarch. You activate an aura 2 that lasts until the end of your next turn.

    While in the aura. Threats to the kingdom are manifold. By sharing your experience and knowledge with new pupils. Most feywardens run in a loosely organized party with the eldest serving as the leader. Having passed several tests of initiation. I shall see these interlopers suffer the wrath of the feywardens! To become a feywarden. When the advisor makes a check.

    The creature is an ally to you and your allies. You constantly work against the corruption of the sacred lands you have protected for so long.

    They encourage you to make sure that the connection between your worlds remains healthy and strong. Level 10 Utility Powers Being among the feywardens has made you adept at fey trickery. You activate an aura 3 that lasts until the end of your next turn. For the purpose of retraining. Sustain Minor: The aura persists until the end of your next turn. You must have line of effect to the advisor to command it. Enemies in the aura take a penalty to damage rolls against creatures other than you.

    A special advisor comes forth from the Feywild to aid you. Light of Sarifal Sarifal Feywarden Utility 6 Light emanates from you so intensely that your enemies cannot bear to ignore you. Healing Surges none. When you gain a 10th-level utility power. Speak with Beasts The advisor can communicate with natural beasts and fey beasts. The advisor crawls. You know specialized powers that draw magic from the fey realms and nature. You have a reputation for action.

    Because you continually promote living responsibly with nature. The penalty equals your highest ability modifier. The advisor lasts until it drops to 0 hit points. Primal Minor Action Ranged 5 Effect: You summon a Sarifal advisor in an unoccupied square within range. A faint popping noise accompanies the appearance of the tiny fey you summon to aid you. With nature on your side.

    As a leader. Your knowledge of and experience with primal forces enhance your body. The advisor lacks actions of its own. Optional Powers As a defender of Sarifal and all it stands for. Nature checks.

    You ensure that future generations maintain the connection to nature to which you have devoted your life.

    When you command the advisor. Tiny fey humanoid. Minor Action F Encounter Effect: Until the end of your next turn. Sarifal Advisor Level 2 Summoned Creature Level 2 Utility Power Your continued dedication to the protection of Sarifal makes you renowned in both the natural and supernatural realms. When you call upon its power. The subject of your check can be up to 5 squares away from you. Dragoon is a special title awarded to individuals who have shown exceptional service to the crown.

    Dragoons have access to the Palace of the High King and can speak with royal authority throughout the realm. Honor demands that I act with temperance before valor. As a Callidyrr dragoon.

    A member of any class might be a Callidyrr dragoon. May you live up to its valorous ideal. You are able to act in good faith on behalf of Caer Callidyrr. The rank of dragoon is relatively new.

    These two races are most representative of the kingdom of Callidyrr the DM might allow other races under special circumstances.

    Human or halfling. For the glory of the High King. As such. You can use the Diplomacy skill as if it were the Heal skill to grant either a saving throw or a use of second wind. In exchange for these privileges. They excel at mounted combat and close-quarters fighting. Unlike knights of the realm. The Royal Hierophant administers this oath and seals it with a geas that binds the dragoon to the honored ancestors.

    Fighters and wardens compose the majority of this elite unit. Because you are a respected member of the Callidyrr dragoons. Callidyrr stands as a beacon of hope in a region overrun with malevolent fey. Any declaration you make is a spiritually infused guarantee of action.

    Common belief held that agents of Lionel Carrathal. Starting Feature All dragoons start out as knights of Callidyrr. Building a Callidyrr Dragoon You are a champion of Alaron and a defender of the kingdom of Callidyrr.

    In the years since. All clear. Standing in the darkness, he puts his shoulder against the door. The door jamb creaks. He pushes with more effort and gets another creak. A table near the door tips over, scattering books and scrolls across the room. There is none. Slowly, he enters and closes the door, surveying the treasure. From just what he can see on the surface, he is rich beyond his wildest dreams.

    You just heard the break-in. What do you do? Do you bare steel and attack the thief? Do you step into the hallway from a back room and cast a spell? Do you utter a quick and dark prayer to your patron deity to summon a lightning bolt to reduce this idiot to ashes? Quick, what do you do? In a role-playing game, as we all know, there may well be one answer to that question for each player asked.

    Tactics and preferences differ within groups and between characters run by the same player. Some characters would kill the thief, others would trap him, and yet others might offer to spare his life in return for information or even a possible split of the profits.

    Whichever answer seems to you and your group to be the most fun is most likely the one you will choose. But what would you do if this were real life? You, the poor gamer, unable to distinguish between fantasy and reality, snarl at the man, summoning different game creatures and gods to deal with him.

    You, the poor unsuspecting victim of institutionalized violence promoted by movies and TV, are incited to take justice into your own hands and violently deal with this threat.

    Games warp your mind so you can no longer tell the difference from real life and fantasy. In games, you become involved in a web of demonic evil that will never let you go. Carl A. The identity of the player and the character, even though they are formally separate, tend to merge.

    You are even more likely to bow down and prostrate yourself before the Power that reputedly rules over the maddening mesh of wickedness. You are apt to identify with. It is an increasingly desperate effort to achieve heightened fantasies of power. Complex fantasies of power by their own momentum give rise to paranoia. The more treasure the player gains, the greater the peril.

    Because there is no exit to the dungeon fashioned brick by brick by the mind, the suicide solution frequently seems the only cogent alternative. If the solution is not suicide, it is rage and aggression in a desperate gambit to bring about a triumph of the will.

    There is no board to limit his or [sic] sense of where the game can, or should, be played. Like a Lear or any other tragic hero, it is not inconceivable that the only conceivable outcome is madness, or death. Radecki and his organization regularly review and rate movies, TV shows, and books for their violent content. Radecki, in conjunction with Pat Pulling of BADD, has also issued numerous press releases purporting to detail cases of mayhem and suicide caused by games.

    While Dr. Raschke and Dr. Radecki operate under, I am a lost soul. I started playing fantasy role-playing games in and sold my first game design in My work has been translated into five different languages, including Japanese, and my first computer fantasy roleplaying game, Wasteland, has sold over , copies. It gets worse. My choice of fare at the movies is not wimpy RV films, but films that earn the XUnfit rating, like every Arnold Schwarzenegger movie from the s, except Twins and Red Heat.

    In my house, I have a real Japanese samurai sword. And my father brought me a genuine shillelagh from Ireland. According to Dr. Why do I bring all this up? Last night, at approximately P. I heard the creaks as the thief pushed at the door.

    I went back into my bedroom and was going for the samurai sword when I heard the crack of the door jamb and the crash of the table near the door. What did I do? I picked up the phone with my left hand and dialed I left it pulse-dialing on the bed as I stuck my head out to see if the thief was still in my apartment. When I caught sight of him, I was full in the hallway. Adrenaline is a wonderful thing.

    It makes you immensely powerful, but it also makes you berserkly stupid. Snarling a string of curses that would have put any sailor to shame, I ran at him. Roaring, shouting, letting every ounce of my fear and outrage and surprise ring through my voice, I bellowed at the man. He had figured he was alone and had it made when this shrieking, furry silhouette shot out of the back and went after him like a shark after a bleeding fish. Yeah, my apartment is messy, but not that messy. Radecki would point out that my first instinct was to go for the sword.

    The sword is a rough equivalent of a security blanket. When thinking about what I might or might not do in an intruder situation, having a sword in hand is always something that makes me feel safer. It means that, despite my small size, I can surprise an enemy. That speculation and planning clearly comes under the definition of fantasy. The reality was this: When the door crashed in, I dialed I suffered no problem differentiating between fantasy and reality.

    I called the cops. I am an aberration, apparently, because I have thus far avoided the diabolical and violent snares of my society. Raschke writes: According to psychologists Sheryl Wilson and Theodore Barber, approximately 4 percent of the population comports with a profile they term fantasy-prone personalities. And they respond to their fantasies with emotions that in other people would be aroused by actual, sensory perceptions.

    So, somewhere out there, we have , magickers wandering in a daze, casting spells to take care of their daily chores. If they were correct in their thinking, the toll taken because of games should be staggering, not an amount about equal to the total number of Americans killed in action in Operation Desert Storm. Robert D. Concerning tracts written to inform parents about what their teens are doing, Mr.

    Hicks writes: Such literature, written by adults for other hand-wringing adults, relies on supposition, guesses, and speculation, and reacts to music, games, fads, and fashions meant to intimidate adults.

    Much of what fuels the literature comes from what cult cops say on the lecture circuit to teachers, counselors and therapists, and parents. But nothing was said about the major draconic personalities in the Known World.

    Unbeknownst to humankind, their home is the setting for a whole network of kingdoms and dominions ruled by dragons. The more important dragon kingdoms in the Known World are now revealed here, along with their rulers and their personality quirks. These are by no means the only realms of this nature. The borders of these dragon kingdoms are accurate as of AC AY.

    Almaruddya: The ruler is Marudi, a HD blue dragon. His lair is located at the southernmost end of a rocky desert strip, near the center of the Emirates of Ylaruam. Marudi is a mischievous creature who enjoys fooling others, especially his foes. He is a master at illusions. When he sees a worthy victim for his pranks, he may cause his palace to appear as a small oasis. Marudi is likely to assume the shape of a desert prince or a rich merchant.

    His pranks, as annoying as they may be, are most often inoffensive except to true enemies. Marudi tends to underestimate his foes to the point of being outright cocky. Oh, and did I mention these issues are free? We want you June Dragon File Dragon. This file is believed to have no free replacement of equal educational value. Dragon is one of the two official magazines for source material for the Dungeons Dragon Magazine Dragon Player's Handbook 3. Dragon Magazine - The mailing address for all Oerth is gifted