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Let's read Dragon Magazine - From the beginning

Started by (un)reason, March 29, 2009, 07:02:44 AM

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(un)reason

Dragon Issue 328: February 2005


part 1/7


73(100) pages. 3.0 got themed issues for each of the races individually. For 3.5 it looks like they're doing another condensed version, cramming all the demihuman races into one like they did with the classes. Since I'm generally not keen on these shallow skimming themed issues, this once again makes me sigh. Let's see if the individual articles are pleasing, despite not combining into a greater whole.


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


In this issue:


From the Editor: Unlike Matthew, who spent half a year carefully examining the letters and forums to figure out what to change formatwise after he became editor, Erik wastes no time at all in spelling out his intentions. After all, who knows how long you'll have the job, better to make your mark while you can and make people remember you. So the regular columns will become decidedly less so, all the better to fit in big features with lots of cool setting material in. Of course, given their leadup times, it'll still be a few months before this policy really gets going, but still, It's good to see. As long as the magazine continues to evolve and try new things, it's much easier to find something to say about it.


Scale Mail: We start off by quibbling over the precise wording of monty python quotes, which definitely feels like missing the point to me. But then again, some people would say that humour is the only thing you should take seriously.

The next letter is from someone wondering what the reference is in the ale and wenches thing from issue 326. Which makes me realise they didn't actually have appropriate articles inside. False Advertising! Boo!

A more familiar tale is that of someone who gamed when young, stopped for a while, and has now started up again thanking them for keeping going. And it turns out she was the one who originally taught Erik to play back in the day. It is indeed a small world after all.

...... Maybe too small at times, as our next letter concerns the possibility of updating the other Forgotten Realms continents to 3e. Does the magazine have the courage to make solid timeline advancements, or will they just be left in limbo while waterdeep and menzoberranzan get supplement after supplement?

Also very much after my own heart is a letter praising them for trying to kill the overdone promotional blurbs. Unfortunately, the sales evidence shows that as long as they have to try and catch people's eyes on the newsstands, they are needed. The world is faster-paced and more competitive than the 80's, and that's really saying something. At least that's one thing that I already know definitely improves about the magazine once it goes electronic.

Another niche topic that has it's strong fans, but not enough, is mass combat. This is another one you might get a one-off on, but it definitely isn't going to make regular appearances in the magazine.

Weirdly enough, Lovecraft is more mainstream than mass combat these days, with plenty of praise for the themed issue, and more articles inspired by his works in the near future. Funny old thing, madness. It's more popular than you'd think.

The revamp continues to inspire mixed feelings, often within individual people who like some changes, but not others. Here we get two more letters like that. They will continue to tweak the format based on feedback, which seems encouraging.

One thing that's already notably changed is the return of Bazaar of the Bizarre. As we've already noted, Erik is far more of a setting buff than Matthew was, and that was one of the first things he fixed when he put on the viking hat. What's in a name? Well, memories, for a start. If you forget what you've already done, you're doomed to repeat yourself, as I've noted every time they change staff and the new ones cover the same basic topics again.

(un)reason

Dragon Issue 328: February 2005


part 2/7


First watch: Halflings? In Races of the Wild? Specious. As. Fuck. Categorisation. Raptorians? Right up there with Shadowdark, Wilden and Razorclaw as a crap name. Skip Williams still can't do fluff to save his life, apparently. Anyway, another splatbook series winds it's way merrily onward. Seems like more than half their releases these days fit into that category.

Lost empires of faerun, of course, takes us back to all those places that went through their own personal apocalypse. As we've seen repeatedly, especially in the late 90's, they certainly do have a lot of them. I'm betting that gives plenty of room for magic items, and quite possibly unearthable prestige classes. Just the thing to give your players rope to hang themselves with.

Also getting quite a bit of attention are White Wolf's licenses of old D&D properties, Ravenloft and Gamma world. One an ok-ish continuation of the existing setting and metaplot, the other a reboot that changes lots of things and tried to make them more serious and community focussed, with painful results. It's odd to have them supported, but not appearing in the official magazine. Wonder who was responsible for that decision.

Two more handy dandy game aids this month. A bunch of markers that you can use to track status effects without scribbling on your sheet every damn time. And a line of molds, providing another solution to the problem of never having enough pieces for your big dungeons. Guess quite a few people are experimenting in this area.

Boardgames as well? Seems like every month, they're covering something new. Navia Dratp seems to be a mecha oriented variant of chess. It's certainly pretty. Can you find the time and space to give it a shot? And a card game too. Grave Robbers from Outer Space. Cheesy B-movies get affectionately lampooned. If Munchkin is losing it's shine, perhaps this will make a good replacement.

Videogames also get in on the action. Devil may cry 3 brings the bishiness and the huge swords with aplomb. And the cut-scenes. Gotta have the extensive cut scenes. And on top of that we see that computer games are experimenting with the subscription based model, rather than buying games individually. The internet really does change everything.


Paragons of the Kindred: Using Kindred as a collective term for the demihuman races? Sorry, doesn't work for me at all, since both incarnations of Vampire have so thoroughly appropriated it as a euphemism. A collection of prestige classes based upon racial stereotypes doesn't sound particularly appealing to me either. If they tried that with real world ethnicities we'd never hear the end of the flamewars.

Chimeric Champions of Garl Glittergold let gnomish clerics also become exceedingly effective illusionists, gaining more deceptive spell-like abilities and the ability to create magic items with illusionist powers so all your buds can get in on the gag. As the only one of these with full spellcasting progressions as well, they're easily the most powerful of these, presuming they don't make so many items that they never advance in level, and kick ass if extended into epic levels.

Itinerant Warders of Yondalla mix priestly spellcasting with roguish agility and halfling sociability, making them pretty flexible, but almost definitely drifting towards a support role. Many players may wind up passing them by because of that.

Justice Hammers of Moradin gain some buffs to their combat abilities and general spell-like tricks, but with only 3/4 BAB and 1/2 spellcasting progression, they won't be able to make the best use of them overall.

Mystic Keepers of Corellon Larethian also try to mix priestly progression with elvish stereotypes and general protective powers, which means they don't do any one of those particularly brilliantly. Once again, trying to be a generalist is shown to be suboptimal in 3e. Not particularly impressed with this collection.

(un)reason

Dragon Issue 328: February 2005


part 3/7


Dwarves at war: When you're short and stubby, you have to use somewhat different combat tactics to be effective in battle with humans and even bigger creatures. For dwarves, this is compounded by their low breeding rates, which mean they can win most of the battles against goblinoids, but still lose the war if they're not careful. It's no wonder that they have to specialise in asymmetric warfare and move underground, where small size is an advantage if they want to survive. So this justifies some of their stereotypes, like wearing heavy armor as standard, and undercuts others, like the idea of them fighting honorably. That makes it pretty cool reading, as it shows how much the 3.5 rules do and don't reflect the source material. Plus the tactics here are good for adventuring parties in general, especially in a dungeon environment. I think it manages to balance the various demands on their writers at the moment quite nicely.


Nobody's perfect: They've scrapped Heroic Feats, but this article reads like a condensation of 6 of those, with 4 flaws for each of the core demihuman races. Since they can fit 24 of them over 3 pages, this makes this article more efficient than that column, but it is another one that revels in the very worst of stereotypes, and doesn't leave me with much to say. They seem to be about equal with existing Flaws, so twinking out by taking several at 1st level won't be particularly easy, as you'll nearly always lose more than you gain. Once again, the shallow skimming leaves me pretty bored here, showing that being too general results in no-one getting a particularly great treatment.


Gaining prestige: Force Missile Mage? That's a very narrow specialisation indeed, more suited to a feat than a whole prestige class. Indeed, they can only find enough tricks enhancing it to make it a 5 level one, and since you have to be at least 6th level to get in, it'll never be the primary component of your build. You sacrifice one spellcasting level at the start, which means you can still get 9th level spells and blow stuff up with far more impressive spells. Since being known to specialise in one energy type, even one that's relatively tricky to resist like force spells is an invitation for enemies to concentrate on nullifying your best tricks, and direct damage-dealing isn't the best use of a spellcaster's valuable time anyway, I think other wizards are quite justified in looking down upon them. Basic blasty spells might be a good way to start your career, but you really ought to be thinking bigger and working on controlling the whole situation once you have a few levels under your belt.

(un)reason

Dragon Issue 328: February 2005


part 4/7


The ecology of the will-o-wisp: We've already had this one, way back in issue 99. And you ma'am, are no Nigel Findley, may he rest in peace. In many ways, it's the opposite of that article, matter of fact where it was dramatic, vague on their origins and history where Nigel was very specific, parthenogenic where the original gave them three genders, pessimistic about their lack of manipulative organs where the original was transcendent, it's as if the writer was deliberately trying to make it different in as many respects as possible. About the only thing that remains is the memory sharing. A very curious decision. It's not actually that bad, but it does throw into even sharper relief just how formulaic these entries have become lately. Curious. And rather displeasing. No, I don't think I'm happy with this one.


Winning Races: This column comes to the end of it's short run on a relative high, with a cool new racial variant for Eberron's Shifters. While they gain aspects of various mundane animals, Saurian Shifters gain dinosaur traits, which is inherently more awesome, but also makes them even more feared by common people. They can also purchase regular shifter feats, which means they'll be far more expandable than most races introduced in an article and then never seen again. Why should elves get all the fun when it comes to variants for every situation? They're obviously better suited to the fighty classes, since all their transformation buffs are physical ones, but since they're an ECL +0 race, their bonuses and penalties aren't too high to be crippling if you go against type. I think they deserve to be reprinted again in a proper book.


Bazaar of the Bizarre: More elven magical items? No, Can't think of anything clever to say this time. Can't even muster sarcasm, I'm afraid. Elves and magic are just another day at the office by now.

Armor of the Long Journey is full plate that doesn't encumber you when walking. Combat is still a pain, but that's only a tiny part of your day. One of those nice lifechangers for an adventurer used to discomfort.

Boots of the Woodland not only help your stealth capabilities, but also protect you from the elements. Which means you can get another cloak which does something completely different. Maybe a robe of stars or something. In any case, this is pretty handy.

The Cape of the [strike]gerbil[/strike] General gives you a charisma bonus, and those around you a morale bonus. This is not as useful as it would have been last edition.

The Hand of the Creator is just an elven-blessed dagger that gives you a permanent case of faerie fire when hit. This is actually rather irritating, and'll really put a crimp in your dungeon delving. Hit each enemy once for maximum effect.

Quivers of Plenty are actually better than the previous edition's equivalents, as you don't need to keep one arrow in as a template, and they can produce all sorts of different materials. Since that'll help you penetrate annoying DR, this is pretty useful.

Rods of Revealing get rid of illusions. As charged items, they won't last as long or be as unobtrusive as the similar glasses. Meh.

Shields of Obstruction spread out into walls of thorns which'll break up the whole battlefield. Use it before they get near, then you can shoot arrows over it and bombard them while they fight through the thorns.

Thespians Masks are another one-form transformation device. What they turn you into is fairly obvious when you look at them. Another attempt to give us stuff weaker than what we can manage with basic 1st level spells.

(un)reason

Dragon Issue 328: February 2005


part 5/7


Silicon sorcery: God of War! If any video game character is an inspiration to D&D PC's, it's Kratos, who is the very model of a modern angsty omnicidal maniac. A conversion of his signature weapons, the Blades of Chaos, seems like the kind of thing that'd get the players either drooling or quaking, depending on which side of them they're on. With near indestructibility, the ability to bypass any kind of damage reduction, a free whirlwind attack feat, and as a neat little cherry to top things off, resistance to grappling attacks that would disable their use, they're a pretty substantial power-up to anyone who can use them, even taking into account the ability score sacrifices to attune to them. If you want to take on old school munchkin players who insist their characters have weapons like Stormbringer or Excalibur, this should let you play in the same leagues and result in much amusing fanboy bitching about which is more badass. The article is worth it for that alone.


Spellcraft has kept it's new name, unlike the Bazaar, and is still rather insubstantial compared to the old Arcane Lores. The pages seem to go by a lot quicker these days, thanks to the double-spaced lines and larger borders. This month, we get a load of bardic spells, drawing upon the more spooky, haunting side of music. That seems quite familiar from Halloween issues past, albeit not as overdone as it could have been.

Fugue of Tvash Prull is a variant on Confusion using music. Drive them mad with your organ playing, so they never get a chance to get near enough to attack, and are distracted further dealing with their companions.

Love's Lament makes you broooooooooooooood about your romantic failures. This has typically prosaic mechanical penalties in 3.5. I guess it's up to your own roleplaying skills to make it interesting.

Symphonic Nightmare is another music based variant on familiar spells. Disturb their sleep, with the usual problems to healing, spell refreshing and sanity. Well, I guess Bards have to work around their limited spell selections however they can these days.

Tvash Prull's Bonefiddle passes through your flesh and saws against your skeleton, causing hideous pain, neat visuals, and unpleasant sonic damage. Awesome, and another reminder that Sonic is really becoming one of the hot new attack types.

Undersong lets you substitute Perform for Concentration checks via soothing music. Take this as a 1st level spell straight away, and you can effectively free up a full set of skill points to max out something else interesting instead. This collection definitely increases your bard's versatility by a decent amount.

(un)reason

Dragon Issue 328: February 2005


part 6/7


Under command: This column comes to an end as well, with another ambitious attempt to make it more flexible. We've had campaign play and random generation, now we have nonlethal competitions, which is also a pretty neat idea. After all, Blood Bowl did pretty well for Games Workshop in the 80's as light relief from a universe where there is only war. Sooner or later your players are going to feel the same way, and want to try something that isn't an all-or-nothing battle to the death. Competing in races, football games, and capture the flag can still be interesting, especially since you're still allowed to use your various special powers to hamper and knock out the enemies. As with the removal of Chainmail, it's definitely a shame to see this go when they're really starting to get used to it and push it's limits. I don't think we'll really notice 3 pages more D&D stuff, but the loss of minis coverage will make a real difference to the diversity of the magazine.


Sage advice: How long does it take to draw a projectile weapon (Same as melee weapons, yess)

Does drawing a wand provoke an AoO (Andy doessn't think so, especially if you have quick draw. Very useful, collins collins.)

Why does it take a full move action to switch a weapon from one hand to another. (Nassty chaotic combat, yess. Even that takes several sseconds if you don't want to drop it and have to sscrable in the dirt. Ssimple things can be very complicated. Try programming a robot to pass things from one hand to another and you'll ssee)

Can you only fire a crossbow every other round (No. Reloading iss a move action. You can sstill shoot once each round, even without special featss. )

How much effort is it to catch a boomerang. How about other things (Good question. It's Andy's firsst chance to make up some new ruless, preciouss. Andy is very happy about that, collins collins)

Can you take a standard action plus a free action as part of a readied action (no)
What happens when you do an epic tumble check to stand up as a free action and fail (It takses the normal amount of time, preciouss. Acrobatics is tricksy.)

Can doing an attack of opportunity provoke another attack of opportunity (Yes, collins collins. It can all get very confusing if theress lots of people in a fight. )

How long does it take a normal person to apply poison to a weapon (A standard action, yess?)

(un)reason

Dragon Issue 328: February 2005


part 7/7


Class acts: Barbarians get Barbaric mounts. They may not have a special power enabling it, but they can still train something thematic. Snow apes! Komodo dragons! Giant vultures! This is one that's useful for any class. Who wouldn't want to have some cool animal to ride everywhere.

Bards get Heavy Metal. Take a single level dip in fighter, and take still spell as a feat, and bards can be pretty effective in full plate armour. They have lots of abilities that aren't affected by it anyway, and the extra AC will make up for the slight drop in magical power. Plus it's a great route into Blackguard ;)

Clerics get Peripheral beliefs. If you follow your god's traditions above and beyond the basics, you get a minor benefit. Essentially less stringent relatives of Exalted feats, this is a pretty neat idea. Are you willing to pay that price?

Druids get The Storm Druid. They replace their animal related special powers with weather themed ones. Since this involves giving up wild shape, this is probably a step down in power overall, but they're still exceedingly cool, and entirely  competitive with all the other primary casters. I'd have no objection playing them.

Fighters get The Roman Legionnaire. This is basically an equipment list for anyone who wants to model their fighter on one of these guys. A good reminder just how ridiculously heavy soldiers packs are. Jesus H. I'm exhausted lugging around 2 stone of music equipment. How do they handle marching with packs more than half their own weight.

Monks get the multiclass advice this time. Starting off as a Fighter, paladin, or rogue   before moving into the meditation business can give you valuable assets. A single level of arcane spellcasting focussed on maneuverability spells can also prove surprisingly effective. Interesting idea. Seems like it would combine well with Halfling as a race.

Paladins get Paladin domains. Sacrifice your turning ability for some other power more thematic to your god. As with the storm druid, these are probably a slight step down overall, particularly if you factor in divine channelling feats. But as undead turning is an often useless ability anyway, if you're not planning to go down that route, an ability that you can use proactively in lots of situations could be an improvement.

Rangers get advice on the best spells to pick. No great surprises here.

Rogues get Rogue Law. Rogue skills can be applied to a whole range of ends. Here's a few of the ways you could reskin this class.

Sorcerers get Not your typical spellcaster. Since they don't need to study for their powers, or owe loyalty to any cosmic force, anyone could find they have the Gift, regardless of personality. Annoyingly, the sample descriptions are still all slanted towards the mysterious arcane badass, which contradicts the previous statement. I roll my eyes. They get bluff for a good reason people. Showing off when you don't need too is not a good idea.  

Wizards get wizardry 101. More explicit focus on choosing your role. Yes, tactics are a very good idea. We get that by now.


Nodwick fails his save vs flashback. Dork tower has an adventure where miniatures   really don't seem a good option. Zogonia does what everyone dreams of doing to their ex.


With an exceedingly unimpressive themed section, and the demise of many of the regular columns, including ones introduced just 6 months ago, this issue manages to be both dull and worrying, which is not a good combination.  It makes me hope Erik Mona knows what he's doing, because changing things up this quickly is a bit unsettling. Oh well. At least it keeps me wondering, which is better than knowing I'm going to get basically the same thing every issue. Done, Done, onto the next one.

(un)reason

Dragon Issue 329: March 2005


part 1/7


107 (108) pages. Still going back to their roots this issue, but a different set of them. Instead of dungeoneering or demihumans, it's the original mythological sources of their monsters. We've certainly managed entertaining articles on that in previous editions. I hope they can repeat that feat without sucking out the sense of wonder, now that feats are a formal thing.


Scan Quality: Excellent, indexed.


In this issue:


From the editor: Time for Erik to do the "Let me tell you about my characters" thing that all the editors do at one point or another. (apart from Kim, who of course didn't game) And just like Matthew's editorials, the good practice and teamwork they try and preach in the articles is nothing like the drama driven, PvP loving, bad joke cracking actual play sessions in his past. It would be amusing to read about if it weren't so very consistent, and thus all the more baffling that they try to get new gamers to play in a style so different to the one that got them on board. I fully agree with him that characters should change and develop, not just get more powerful as they level up, and it's hard to do that when they're all built with a 20 level plan and work together in a team perfectly the whole time. Now perhaps you should accept some more articles based on that assumption.


Scale Mail: We kick off with another letter from someone who found the magazine delivered exactly what they wanted, when they needed it. It's good to be in tune with the secret desires of the public.

Of course, there are still quite a few old-school things they don't do. They haven't done cardboard inserts that you assemble into castles or vehicles in a long time. Since doing so again requires both approval from the WotC higher-ups, and a careful calculation of how to do so economically, it's an idea they can't do very often.

No surprise that there's already someone bored by the bite-sized, highly formulaic columns of the new format. Since they're already in the process of changing that, Erik can be fairly relaxed about this. However, the idea of bringing back Dragonmirth seems to be a rather trickier subject. Are artists really that much more expensive than writers for the amount of space they fill? Is a picture literally worth a thousand words?

Somewhat off-topic is a request for info on a long out of print book. I think internet forums would definitely answer this one more quickly and effectively, and maybe even save you the expense of paying for a physical copy from ebay.

Since the cover blurbs will be staying for the foreseeable future, they get asked to bring back the clean cover images inside. Since this saves them money coming up with more content anyway, that's one they're quite happy to grant.

Somewhat more amusing is a letter about always ensuring you have a gaming group by chaining them up in the basement. The attic will do perfectly fine too if you live in a place that doesn't have basements. ;)

And finally, we finish with two general opinion pieces. More stuff where people talk about their gaming experiences, and more horror stuff seem to be the big lessons to take from them, and seem easy enough to provide, given the number of submissions of that sort they get.

(un)reason

Dragon Issue 329: March 2005


part 2/7


First watch: The climate splatbooks continue, with Sandstorm. The harsh desert produces some badass race variants and prestige classes. Just the thing for if your DM's a hardass who likes tracking rations and water.

They also give substantial promotion for various minis, including official ones based upon the recent MM3 creatures. On the third party side, Todd Mcfarlaine's representation of Conan, and a rather large dragon seem pretty decent, but it's Rackham's black paladins that get their top marks. Seems like everything comes prepainted these days.

Quite a few cool D20 books this month too. The best of Grimtooth's traps gives you another chance to get your sadist on. Now if there's one thing this magazine hasn't done enough of in terms of crunch, it's traps. Monte Cook does everything a little more refined, in Arcana Evolved. A whole new set of classes and magic, feats and worldbuilding, all fitting together a bit more neatly than regular D&D. I do rather like this. There's also another epic book. Full metal fantasy: Iron kingdoms world guide. Another world comes into the OGL fold, so you can crossover with ease.

Another game aid designed for quick ease of play. Green Dragon release not only more stamps for marking objects on your battlemaps, but little rollers as well. So cute! I can see why they picked this one to promote.

Our computer game this month is another D&D one. Dragonshard brings Eberron to the screen. Mass combat as well? Interesting. Don't remember hearing much about this one. Was it any good?

And finally, we have a movie. A Sound of Thunder. Ray Bradbury provides the inspiration for a tale of time traveling weirdness. Only spun out quite a bit. And not done very well, if reviews are to be believed. Oh well, the original story is still here.


The beasts of beowulf: Beowulf is definitely very good source material for D&D, as it showcases not only adventuring material, but also the other stages of the adventurer lifecycle, cascading plots as the consequences of your actions come back to haunt you, and settling down with a realm of your own at high level. (until an even bigger threat comes along to finish you off for good) It surprises me little to learn that this particular set of myths was dug from the archives and repopularised by none other than a certain J. R. R. Tolkien in the early 20th century. Being a teacher at a prestigious university and a cunning linguist lets you have access to rare source materials like virtually no other position, and it makes me wonder what else is lying forgotten in those dusty halls, ready to be liberally stolen from and repurposed, since it's all well in public domain by now. I certainly know there's quite a few cool stories in the bible that get neglected compared to the same old set of adam, noah, moses and jesus that get brought up again and again. But anyway. This article gives us pretty straight mechanical conversions of Beowulf, and his three biggest adversaries. Beowulf is a 15th level fighter, and they set Grendel so he's a challenge, but not an extreme one, Grendel's mum so she's a tough but achievable challenge for him, and of course the dragon so he can't really beat it by brute force on his own. That's pleasingly joined-up thinking by the writer and editor, and a huge improvement on old-school articles full of sample NPC's with illegal abilities. He would be more optimal mixing a level or two of ranger with his fighter ones so he could get those wilderness skills without going cross-class though. Oh well, can't expect miracles of charop every time, can we?

(un)reason

Dragon Issue 329: March 2005


part 3/7


W:fF is out this month. I remember when they were spoiling W:tA in here. Oh how things haven't changed. There's still never been a WoD article in this magazine. And there never will be, it seems.


Mesopotamian mythos: Curiously enough, the mesopotamian pantheon wasn't one of those given stats in any edition of Deities & Demigods/Legends and Lore, even though they made a fair number of appearances in the Planescape books. You have to go all the way back to Issue 16 to find a full feature on them, and that was pretty sketchy, trying to cram as many as possible into a couple of pages. Hopefully by putting 12 of them over 11 pages, we can get more depth than 26 over 2.

Adad is your basic aggressive and unpredictable weather god, subjecting you to storms or droughts at a whim, to keep people strong and on their toes. Like Thor, this makes him both popular with adventurers and fearfully propitiated by common folk. It takes an englishman to grumble about the weather, but not be scared of it.

Anu remains the sky god, the all-father, the guy who tries to keep both the fractious other gods and mortals in order. A thankless job, but one you get to do plenty of smiting in, since there's never a shortage of monsters and criminals in D&D.

Belet-ili is the earth mother, a classic dualism that seems to repeat itself over and over again in mythology. It takes two to tango, and it take a village to raise a child. As a priest, you've got to make sure you balance those aspects, and not let your current kids get in the way of making more ;)

Ea is the god of the water, and also rules lawyers, as he was the one who inspired the creation of the Ark, letting people save themselves when the other gods technically weren't allowed too. Guess that trope is as old as the Code of Hammurabi then.

Enlil is the god of the wind and lower atmosphere, showing the mesopotamians had quite a finely tuned set of different deities for various celestial occurrences. He's another one who's all about the status quo, unlike the more flighty wind gods of other cultures. Still, if someone's flagrantly breaking the law, being able to call a tornado does make a big difference in getting them back in line.

Ereshkigal is of course the goddess of the underworld, which is always an unpopular but needed job, as you can't have ghosts and zombies wandering the earth whenever they feel like it. You might be able to rescue one or two people from her clutches, but it'll come at a cost and won't last forever, because death always comes back.

Ishtar is a lot less benevolent than her 2e interpretation, as they remind us that being obsessed with love often has nasty consequences. She might venture to the underworld to save you, but she'll also dump your ass and treat you like dirt when she gets bored. When your primary pleasure is in the chase, you're never going to be satisfied with what you've got for long.

Marduk is the guy who's job it is to actively kick the butt of chaos and evil in all it's forms, and is rather more down-to earth than the embodiments of natural forces. One for the paladins amongst us.

Nergal is one of the other well known names from this pantheon, as he's a pretty textbook example of a demon, engaging in cruelty and slaughter, sometimes as a punishment from the other gods, and sometimes just for the lulz, because life is harsh and unfair, so there. His priests can expect to be pretty unpopular if they make their job public knowledge, so they remain pretty secretive.

Ninurta is primarily the god of the plough, but all that hard physical labor and good food means he's pretty damn buff, so he has a secondary portfolio in athletics and can do some pretty impressive feats of heroism too. Marduk may volunteer for the big jobs, but it's important to have several backup heroes in case one is already on a quest.

Shamash is your basic lawful good sun god, shedding light on matters, and with a secondary portfolio of travel, given the way the sun traverses the sky every day. As with his dad the sky, you'll never lack problems to fix as a cleric of this guy.

Sin is the god of the moon, and a lot less naughty than his name would indicate in english. His job is to make sure the natural cycles of life continue as they should, which means he has quite a few druids amongst his followers. So this article does actually manage to introduce some material I haven't seen before, and make it look decently suited to D&D adventurers. That's pretty pleasing.


Warhammer gets it's new edition. This is nice. Still a gritty and grim as ever.

(un)reason

Dragon Issue 329: March 2005


part 4/7


The petit tarrasque and other monsters: We finish off the themed section with a fun little system-light look at how many mythological monsters differ from their D&D incarnations. Many of these were originally singular creatures detailed in a specific source, and some were even more dangerous, particularly the basilisk, which is incredibly unfair in it's ability to take you down even if you do use tactics. They save a considerable amount of space by reusing the statistics of existing monsters with minor alterations, which lets them go into more historical detail. The whole thing is presented in the kind of lighthearted semi-IC writing style that has been conspicuously absent since 2001, which is very pleasing to see indeed. If Erik is already getting the chance to implement changes like that, then the magazine should become a lot less dry over the next year.


Demonomicon of Iggwilv: Hmm. Welcome to the start of another semi-regular series. As with ecologies, the various demon lords are an excellent ground for a little extra information on their nature, histories, powers, tactics, and relationships with others. This certainly has the potential to fill a few years with.

Kicking things off is the guy who might not rule the top layer outright, but certainly has more influence there than any other demon lord. Pazuzu, lord of the air. Soaring above the realms of the other princes, traveling to other planes to do a bit of tempting, he's one of the better adjusted and least bogged down in endless rivalries of the abyssal lords. This is an excellent example of the melding of fluff and crunch, as they detail powers, minions, personality traits, modus operandi, lair, and all sorts of other bits and pieces in a manner that makes them very easy to use. After all, when all it takes is saying his name three times, it's not hard at all to introduce him and his cultists into any game. And for those of you who have no objection to your games getting vile and dark, we have his Cultist prestige class, so now you too can soar the skies, and breathe swarms of locusts at your enemies. This is very definitely muahahaha! worthy material, that's useful against characters of all levels. Spanning a full 12 pages, this is indeed a rather good feature, going into the right amount of depth to make this useful reading, but not bloated. Very pleasing indeed. Lets hope subsequent entries keep up this strong standard.

(un)reason

Dragon Issue 329: March 2005


part 5/7


The ecology of the kenku: Connecting to the last article, one of the other creatures that got fairly substantial changes in both the fluff and mechanics in the edition change. Kenku used to be mysterious hawk people who lived in the wilderness and stole and tricked people for some inscrutable reasons. Now they're slightly less mysterious flightless crow people who live in slums, are frequently ridden with disease, and trick and steal to survive. A definite step down in terms of glamour, but that's what you get for pissing off Pazuzu. Still, they retain their ability to cooperate well in the face of danger and pull off extra large heists. This ecology is slightly larger than their recent ones, but retains pretty much the same formula, refined slightly with a greater number of interesting sidebars and actual play ideas. Like the creature themselves, the writers are being eminently practical and listening to reader feedback. And these are still one of the best creatures for using cleverly, with their array of minor powers that can both deceive and be surprisingly effective. No great objections here.


Bazaar of the Bizarre: In theme here, with a bunch of real world mythical adaptions. One would think these would be well tapped by now, yet somehow they always seem to find a few new obscure ones. Maybe people are making them up and passing them off as ancient. Let's see which sources they favour this time.

Alatyr is a stone from Russian mythology. It gives waters near it healing powers. Since you need to bury it and dig it up again, it's probably better for a village than an adventuring party.

Canoloa's Harp can put people to sleep, which is not generally the sign of good music, but still gets it legendary status. Obviously from a time before every wizard learnt sleep as routine training.

Durandal is one we've seen many-a-time in the magazine, albeit mostly in the 80's. It kicks ass, makes you braver, and is near impossible to destroy. Another one who's legendary powers seem rather unimpressive compared to the quirky stuff good D&D items do.

The Fount of Acadne lets real things float, while fakes sink like a stone. Now that's more like it. A quirky power that's useful in everyday life and hasn't been seen here before. I approve.

Kongo is actually a trident from Japan. It may not look that impressive, but it boosts your wisdom and glows in the dark. Should help make you a better ruler.

The Shedshed is an egyptian battle standard that not only provides the usual morale boost, but also wraps you up and flies you away if you get taken down. Now that is pretty cool both conceptually and visually. I like the idea of giving my villain this.

The Teeth of the Sown Men are your basic argonauts dragon teeth jobbie. Seen them here before. Mind you, that was once again in the 80's, and the mechanics were surprisingly fiddly. This version seems much more user-friendly

The White Buffalo of Calf Pipe is another low-key sensible one. It's smoke makes everyone more reasonable, letting you pow wow happily with your enemies and come to an equitable solution. Looks like it's another mixed bag in this department, just as it usually is with the class acts.

(un)reason

Dragon Issue 329: March 2005


part 6/7


A novel approach: Time for self-promotion in here again. It gets increasingly galling that they do that virtually half the time in this column. Eberron wants to get in on the lucrative novel business that the Realms and Krynn have enjoyed for decades and who can blame them. In the process they get to expand on the setting from a first person perspective, and showcase the things they think are important for adventurers there. These include ties to other people, which shows up everywhere,  airships, which are slightly less common, and living spells rampaging across the landscape as a particularly unpredictable and arbitrary form of magical fallout, which is pretty original. Hopefully Matt Forbeck can put them together to make a story that couldn't be told anywhere else. At least the new crunch is fun. We can always do with more airships and weird ooze variants.


Sage advice: Are undead and constructs immune to flanking (no)

Can they be affected by flesh to stone (no)

Can they be affected by ability score penalties (yess, as long as they're not immune to it for other reasons. They're such a pain, collins collins)

Are golems immune to virtually all magic or not (Direct magic, yess. Indirect effects, no. You can sstill hurt them with nassty acid you've conjured, for example.)

Would stonebreaker acid hurt golems normally (yess. Stone golems would sssssizzzzzle away, preciouss)

What do constructs use for concentration checks (No modifier. )

Is there a save to resist energy drain from undead.  (Usually, no. They're nassty. But not as nassty as older editions. Then it was nearly impossible to get your levels back. Poor Andy. Andy hatses losing levels, collins collins)

Does a sunblade destroy vampires (no)

How big is a liches phylactery (Tiny. Eassy for them to hide, yess)

Where does a destroyed lich reappear. (Ssomewhere nearby. )

What type of area does undead turning affect (60' burst.)

When a cleric has a temporary cha boost, does it affect their turning (Yess. Nasty scary clerics, collins collins. Makses for complicated bookkeeping as well. Andy hateses that. )

Can clerics turn undead while invisible (yes)

(un)reason

Dragon Issue 329: March 2005


part 7/7


Class acts: Barbarians get Support your local Barbarian. A good spellcaster companion to buff you and provide backup is just what the doctor ordered. Sorcerer is particularly thematic for this.

Bards get Using the Universal Language. Communicating intent by music alone might seem incredibly cheesy, but it can work. Here's some advice on determining the difficulties. How very amusing.

Clerics get Tokens of faith II. Obviously this one's hit a seam that they can mine until they run out of portfolios, as they have more coming. So here's 8 more symbols and the minor benefits they grant.

Druids get History of the Druids. More fluff we've seen done before, better, in more detail.

Fighters get The Knifer. In a head on battle, knife fighter is a suboptimal choice. But they are very versatile, can be justified as tools, and there are lots of places you can't take bigger weapons. A fighter who specializes in them can be just about competitive in both hand to hand and missile fighting, and great in a city campaign. (I recommend combining this with the thug variant from UA. ) And there are several prestige classes to make you even more effective. A timely reminder.

Monks get Principles of of the Monastic Code. Ahh, the joys of mystical mumbo jumbo that actually works. Makes all that meditation and celibacy worth it. Not like in the real world, where virtue has to be its own reward. :sigh:

Paladins get Daydream Believers. Gnome paladin is another odd choice that can still work. Here's some advice as to the outlook of a "typical" gnome paladin. Riding a dire badger and with a ready quip as he smites evil, these guys definitely don't fall into the lawful dick category.

It's rangers turn to get half a dozen flaws. They do seem to be following quite definite formulas for these. What will they do when they've all had a turn at each one?

Rogues get The story so far. 4 more backgrounds, each with it's own minor benefit. You know the formula for this one by now as well.

Sorcerers get the multiclass advice this month. A couple of levels in paladin works rather well. Fighter, monk and rogue can provide nice boosts to your survivability with a dip as well. Not too much though, as with any primary caster.

Wizards get Swarm Familiar. What an evil idea. Instead of one pet, you can have a whole bunch of them. Fly, my prettys! Ahahahahaha! I very much like this idea.


Nodwick steals from Homer's script.  Dork tower debunks some myths of their own. Zogonia fails their interaction with NPC rolls again.


Yea, verily 'twas a pleasing issue to mine eyes. The columns departed replaced with articles of greater flavour, and the return to long-abandoned topics made for most pleasant reading. Alas, next month is once again the month of tomfoolery, and I fear young master Mona may not have had time to prepare a full issue of japes and pranks with which to lighten our spirits. Shall we proceed, my history-delving compatriots?

(un)reason

Dragon Issue 330: April 2005


part 1/7


78(108) pages. What time is it? Half past insanity? That means it's Flayer time again! Everyone break out the spinal fluid, and tip a toast to the monster with the most. And the artist too, who obviously paid a lot more attention to the actual description in the books than Rebecca Guay did last time. Let's see if they can similarly balance setting faithfulness and a sense of fun inside.


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


In this issue:


From the Editor: Safe to say that Erik has agonised over what to do this month ever since he got the job. And thankfully, it looks like he'll be trying more than his recent predecessors to amuse, even if he hasn't had time to source a whole joke section. Now he just has to hope complaints from the readers or his superiors don't result in it getting scrapped next year. Will they be able to go to town next year, or will it be back to the serious shit? How much is it up to the readers, and how much is it up to the company? Well, at least I've got a fair amount of hope for this issue now anyway.


Scale Mail: Our first letter is one of general praise, but the things that really stand out are the return of Bazaar of the Bizarre, and a request for more big features like the giant maps. People want to feel challenged at least a bit by the things they get, otherwise they aren't really learning anything new.

Another request they seem quite likely to grant is a Class Act on swapping out mounts for other tricks for Paladins. Like Wizard's familiars, there's a lot of people who don't want to bother with a squishy and sometimes irritating animal companion.

Some schools frown on gaming. Others encourage it, especially if the teachers are also gamers. It's nice to see the good guys (and girls too, in this case) getting into positions of power.

Also very nice to see is the fact that their Campaign Classics issue did so well in sales, and got so many positive letters that they're making it a yearly thing each January, along with the april, june and october regulars. At least, as long as Paizo has it, as this cool idea does not survive the transition to electronic issues, for reasons only known to WotC upper management.

Somewhat more negative are two letters criticising them for putting articles in the previews that don't actually show up. For all their lead-up times, things can still go wrong at the last minute. The world will never be perfect, no matter how organised you are.

And finally, we have an amusing request for a Sage Advice compendium. It would certainly sell, but the question is how the hell you would organise something like that. It's a sufficiently large logistical challenge that they don't feel up to it at the moment. Wimps.