While skimming over this article to get an idea for what to write in this introduction it occurred to me that we've got an interesting combination of things releasing around the same time. If you were to use both of this month's releases, Heroes of Battle and Champions of Ruin, you could craft an interesting campaign (or series of adventures) where your heroes become the instrumental force for evil in a war against a goodly nation (or perhaps against the entire world). And, just for fun, you could then create a second party of adventurers to fight on the good guys' side -- possibly switching back and forth, or just letting one side of the campaign play out and allow the second campaign the chance to undo some or all of the horrors wrought by your original party. Imagine playing a game where your main nemesis is your former adventuring party (now under the control of the devious Dungeon Master who will be using all of your old tricks against you). And if you really wanted to take that fight to another level, you can add in the upcoming miniatures release of the Angelfire expansion and turn that earthly war into the ultimate battle between heaven and hell. That's the thing I like most about this game -- you can always find stuff in just about every book (or magazine) that you can incorporate into an existing or upcoming campaign. You flip through the pages, download the new material, and just let the ideas start to percolate. Check it out:
This month, I found a section in Chapter 5: The Military Character that I imagine will encourage every adventuring party to take a little time out of its busy schedule. With a little practice (and by meeting a few prerequisites), any group of adventurers can learn to work together even better -- like a well-oiled machine of combat excellence -- using teamwork benefits. I've pulled small chunks from the explanatory text, just to give you a sense of what teamwork benefits are meant to encapsulate, and included two examples (from the fourteen benefits listed in the book). So, once you've decided to let slip the dogs of war, you're going to want an army or two. And to help escalate your campaign to full-on havoc as quickly as possible, you can flip back to the Appendices to find information about sample armies. Whether you want a war waged between humans, elves, Giants, drow, lizardfolk, undead, orcs, goblinoids (and more), you'll find pregenerated rosters of troops ready for action -- like this sample army of orcs. Stats for each of the troop types ( orc sergeant, orc lieutenant, orc captain, and so on) are also provided, so you can recruit the troops you need for whatever army you're amassing. Of course, you don't have to press those NPCs into wartime military service -- they're nicely fleshed out soldiers ready for battle on any scale. Since this book releases this month, I know there will be other excerpty things posted on the D&D homepage, so watch for those and check out Heroes of Battle when you see it on the shelves at your FLGS.
Again, I passed along the back cover copy back in March. And last month, you saw a section of the introduction, along with a quick chapter-by-chapter rundown of what's inside the book. Since this book also goes on sale this month, I thought I'd just grab a couple things for you to read. One thing you'll definitely want to check out almost immediately, particularly if you're just toying around with the idea of playing evil characters or running an evil campaign, is the first two pages of Chapter Six: Encounters with Evil. There, you'll get a quick overview of the sorts of things to consider when rolling your dice down that dark and twisted path, moving from "The Tone of Your Game" and "What the Players Want" to "Why Run an Evil Game?" and "Keeping It Fun for Everyone." Here's how that chapter gets going:
Once you have that out of the way, it's time to start crafting your characters and major NPCs. While just about any character race can produce evil characters, some are more likely to spawn individuals that fall more readily into the Not Good category -- such as the three new character races you'll find in Chapter One: Races. Feats have always been a great way to develop and define your character, providing interesting talents and abilities that can flesh out your character's identity. What better way to immerse your character in the inky depths of evil than to take a couple feats from the substantial roster listed in Chapter Two: Tools of Evil? So, once you've got an evil character, and you're out looking for things to do, you might want to ally yourself with other likeminded wrongdoers. (Or you might want to oppose them -- you could be just that evil.) Flip back to Chapter Four: Evil Organizations, and see if any of the groups detailed there sound like your kind of people. Membership in an organization can provide instant structure and motivation for players and DMs alike -- and it's evil structure and motivation. Here's the intro paragraph from a few of the organizations, just to give you a basic idea of what they're about. (I'll start with the Cult of the Dragon, just so you can compare the others to a group with which you're probably already passingly familiar.) Okay, this is Dragon Magazine's 29th anniversary issue. Not only that, but it's also the June issue, which means it's going to be packed with several dragon-related, -themed, or -specific articles. (Even though it's the June issue, #332 will hit newsstands, mailboxes, hobby shops, and bookstores sometime this month.) The thing I'm really excited about seeing in this issue is the wyrm-sized "Ecology of the Kobold" article you'll find lurking somewhere inside. Sprawling over ten pages, the art-filled article goes into detail about kobold history (a creation story), physiology, psychology, society, and lairs. (Wait until you see the one-page map of the Lair of the Blacktongue Tribe rendered by cartographer extraordinaire, Christopher West.) You'll also discover new kobold traps, tips on fighting kobolds, and the kobold tale of how the rivalry between Kurtulmak and Garl Glittergold began, including a few revisions to the story from the gnome point of view. So, if you like kobolds, check it out. June: Dungeon Master's Guide II
You saw the back cover copy for this one last month. This month, I thought I'd give you an even better idea of what you're going to find inside the covers of this big, blue book. And I can't think of a more succinct way to do it than to give you a look at the Introduction, which sprawls all over page 4: Just to give you an idea of how much information is packed into the DMG II, here's an example that draws on material from just two sections of the book -- Encounter Tables and Medieval Society. Imagine your intrepid band of adventurers needs to get a piece of information from an individual they know is somewhere within a well-guarded city -- one that won't allow them access through the city gates. They might opt to sneak into the city through its sprawling sewer system. After dealing with a number of hazards encountered in its labyrinthine and dank depths, they emerge in an alleyway. Stepping out onto a bustling street, they are startled by alarmed shouts followed by the sound of a number of runaway draft horses, spooked by who knows what (perhaps foreshadowing a future adventure). During the chaos of navigating the stampede and avoiding being trampled, one of the characters crashes through the window of a shop. Once the tumult of the horses has passed, the party decides that this place of business (which turns out to be a blacksmith's shop) is as good as any to begin their search for their contact. While negotiating the purchase of a handful of iron spikes, the party describes their acquaintance to the blacksmith, who directs them to a nearby tavern -- the Scurvy Dragon. And off they go, ready to get started on their adventure. You can do a lot with some basic ideas and just a few dice rolls. Take a look. And that's really just touching on a fraction of what the Dungeon Master's Guide II can help you do for your game. Next month, I'll show you more. June: City of Splendors: Waterdeep
While most of the rules focus on the kind of trouble your characters can run into in your freshly post-apocalypsafied world, the book starts out with a liberal offering of world-ending options. (Nine, in fact, not counting the crazy number of options available once you start combining them.) Take a look: Once you've figured out the HOW/WHY and WHEN the world as we know (knew?) it came to a dramatic conclusion, you can jump in and start dealing with the WHAT NOW? And that's where both the GM and players get to start having some fun. Next month, I'll pull some excerpts out of the fallout-covered rubble on my desk to show you.
Of course, if there's one thing that might distract me for a little while from the thought of cracking open more Deathknell boosters, it's taking a look at some of the minis that will be coming out in July when the Angelfire expansion hits the streets. Last month, I showed you the Kobold Soldier, Imp, and Large Copper Dragon. This month, I've got three more minis for you. (If that's not enough, make sure you check out the D&D Minis page for Rob Heinsoo's always savvy and insightful preview articles that're posted every Thursday. (At least that's the plan.) We'll occasionally show you the same minis, but he'll always have something crunchy for your skirmish and/or roleplaying enjoyment. Okay, enough of that. Let's look at some minis.
If you've not tried playing a skirmish game, you really should give it a try. It's a quick, easy, fun thing you can do with all those minis you've got stored away or it can become part of the fun of opening new boosters. (I'm more of a RPG-playing minis guy, but I'm a fan of the sealed booster-type games where you crack open a couple boxes and play with a warband you construct on the fly.)
If you want to see something inside the book, you'll have to wait for next month's article (or take a look at a copy of the thing when it releases later that same month.) Sadly, I haven't been able to lay my eyes or hands on any sort of galley or manuscript for this upcoming addition to your burgeoning Eberron library -- the folks down in RPG R&D are really cranking on the guts of this book to get it just the way they want it.
July: Deluxe Eberron Dungeon Master's Screen Again, I haven't actually seen this new DM Screen, but I can tell you a few things about it. It's a four-paneled, landscape-format screen (just like the Deluxe Dungeon Master's Screen). It has some Eberron-specific material on the DM side and Wayne Reynolds artwork (which first appeared on Grasp of the Emerald Claw) on the other. And, bundled inside the screen, you'll find a full-color poster map of the continent of Khorvaire. I've also tracked down the back cover text for this thing, which you are now fully prepared to see:
There it is.
About the Author Mat Smith is a copywriter who's been playing roleplaying games for a disturbing number of years, and now gets to spend an astonishing amount of time thinking about clever ways to get more people to do the same. | |||||
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