Dragon Magazine #364.pdf

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CONTENTS
Features
Yeenoghu
By Robert J. Schwalb
Unleash the bloodthirsty Demon Prince of Gnolls—and
his many loyal followers—on your unsuspecting PCs.
5
lost citY oF Bael turath
By Nicolas Logue
This long-dead relic of the ancient tief ling empire is
rife with adventure for those willing to brave its dark
streets.
70
27 PlaYing warForgeD
By Chris Sims
Fully realized as a 4th Edition PC race, the warforged
are here. New racial feats, rules for warforged
components, and more.
36
36 ashen covenant
By Ari Marmell
Devoted to the demon prince Orcus, the Ashen
Covenant believes that victory for their dark
lord will come only when he ascends . . .
as the new god of death.
5 Demonomicon oF iggwilv:
17 vor K r agal :
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68
48 the wolves oF malDeen
By Nicolas Logue
Long ago, the legendary Maldeen stood up
to champion those who could not fight for
themselves. Now his order continues this
noble cause.
columns
4 eDitorial
55 cr e at ur e inc arnations:
the hazarDs oF DarK sun
By Gary Astleford
The deadly hazards of Athas are countless . . . but these
three will get you started.
KoBolDs
By Mike Mearls
Sure, the Monster Manual is full of the
little buggers, but who couldn’t use some
more kobolds? Introducing the wild mage,
vermin handler, and many more varieties.
55
68 class acts: wizarD
By Rodney Thompson
Look no further for illusionist-style wizard powers.
60 roll vs. role: goBlins
By Bruce Cordell and Chris Sims
Meet the Bile Spider tribe, an alchemically
inclined group of goblins willing to do
anything for a necessary reagent.
Forest oF Flesh
By Keith Baker
Enter the world of Mordain the Fleshweaver.
the Dungeon master’s guiDe
By James Wyatt
The author of the DMG takes us on tour of the book.
66
on the cover
Illustration by Steve Prescott
80 conFessions oF a Full-time wizarD
By Shelly Mazzanoble
Shelly sits down with James Wyatt to get some inside tips
on running a game.
83 rPga rePort
By Chris Tulach
This month, Chris covers the days of Living Greyhawk.
60
85 amPersanD
By Bill Slavicsek
Bill talks about D&D Game Day and the launch..
Dungeons & Dragons, D&D, Forgotten Realms, Eberron, D u n g e o n , D r a g o n , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is pro-
hibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
66 camPaign classics:
70 e x PeDi t ion a rY Dis Patch e s :
75 De s ig n & De v eloPm en t:
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EDITOrIAL
364
SAME AS IT EVER WAS?
Dr agon
June 2008
Editor-in-Chief Chris Youngs
Senior Art Director Stacy Longstreet
Web Production Bart Carroll, Steve Winter
When I was trying to come up with a title for this
editorial, I was actually hoping for something more
grandiose. More awe-inspiring. More . . . choir of
angels-like.
But it seemed more important to emphasize two
things in this space. The first is that if you’ve seen
past iterations of D r a g o n Magazine, you should expect
to see many familiar elements in this latest iteration—
specifically, new articles in each issue that will make
your game more fun and more compelling. That
means new monsters, new powers, new feats, new
magic items, new paragon paths, and new ways to use
it all.
You’ll see features you’ve come to love, like this
issue’s Demonomicon of Iggwilv article on Yeenoghu.
You’ll see articles that give you new race options for
your next character, like “Playing Warforged.” And
you’ll see plenty of familiar designers in our pages
(such as Ari Marmell, whose first 4th Edition article
is in this issue), as well as new authors (like you, once
you’ve read your 4th Edition core rulebooks).
So why the question mark in the title? If
everything’s the same—I mean, digital delivery
aside—what’s new? It turns out, plenty.
The new D r a g o n will be delivered almost entirely
in pdf format. (I say “almost” because we’ll still put
columns up as Web articles as they roll out over the
month.) Each week, we’ll release portions of the
issue—feature articles and columns like this one—
until we’ve released the entire thing. Then you’ll get
a monthly pdf compilation of the whole issue at the
end of the month.
Oh, and did I mention these issues are free? We
want you to get a taste of what we’re bringing to your
table. So for at least a couple of months, we’re not
charging for a D&D Insider subscription.
Thanks to D r a g o n going digital, we’ll be able to
more fully integrate all our content. Hyperlinks are
just the beginning. We’re exploring opportunities to
add multimedia options to the magazines—like the
“On the Set of 4th Edition” cartoons you’ve enjoyed
in the past few months. Furthermore, all of D r a g o n ’s
content will also be integrated with the D&D Com-
pendium and other upcoming D&D Insider utilities.
We’re treating all D r a g o n ’s content like we do all
our printed game supplements. Everything you’ll
see in these pages makes its way through our experi-
enced, savvy developers, and our story team checks
each article for internal continuity, as well. So if you
see it in D r a g o n , it’s D&D canon like never before.
Perhaps our most exciting change is that we’ll be
offering our readers the opportunity to playtest new
D&D rules before the finished content sees print.
Next month will kick off with a new class, and in the
fall, we’ll be offering up exclusive playtest opportuni-
ties for Player’s Handbook II .
So there it is. We know the past few months
haven’t quite delivered everything we hoped. But
we’re confident that with our redesigned, relaunched,
fully digital D r a g o n , we’ll give you more than enough
reasons to keep coming back each week.
Graphic Design Scott Okumura,
Shauna Wolf Narciso
Contributing Authors
Gary Astleford, Keith Baker, Bruce
Cordell, Nicolas Logue, Ari
Marmell, Shelly Mazzanoble,
Mike Mearls, Chris Sims, Bill
Slavicsek, Rodney Thompson,
Chris Tulach, James Wyatt
Developers Mike Mearls, Stephen Radney-
MacFarland, Peter Schaefer
Editors Dawn Hagerman, Miranda
Horner, Jennifer Clarke Wilkes
Cover Artist
Steve Prescott
Contributing Artists
Dave Allsop, Chris Burdett,
Eric Deschamps, Wayne England,
Jason A. Engle, Carl Frank,
Brian Hagan, Raven Mimura
Jim Nelson, William O’Connor,
Cyril Van Der Haegen
Cartographers
Sean Macdonald, Mike Schley
Director of RPG R&D Bill Slavicsek
Web Development Mark A. Jindra
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, Jennifer
Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Rob
Heinsoo, Peter Lee, Julia Martin, Mike Mearls, Kim Mohan, David
Noonan, Stephen Radney-MacFarland, Peter Schaefer, Stephen
Schubert, Chris Sims, Rodney Thompson, Rob Watkins, James Wyatt
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DEMONOMICON
Yeenoghu, Demon Prince of Gnolls
T There is nothing unique about the wanton violence of the
illustrations by Jason A. Engle and Brian Hagan
Destroyer. All demons hunger for slaughter, and they all
seek the end of all things. They all want to tear down the
works of the gods and reduce all things to ruin. Where
Yeenoghu differs, however, is in his ability to turn the
business of killing into a breathtaking spectacle. With
him, it is a form of art—if you can stomach the screams
and noxious odors issuing from the dead. Yeenoghu is
special because he embodies killing. He has few ambi-
tions beyond the visceral thrill of rending the soft f lesh of
his enemies and drinking deep the hot blood from their
bodies. He craves nothing more than the utter defeat of
all those who stand against him and is relentless in his
pursuit of feeding the emptiness of his existence with
the frantic screams of those he slays. Butchery is the
provender of Yeenoghu, and his single-minded pursuit of
annihilation makes him a dangerous force in the infinite
layers of the Abyss.
TM & © 2008 Wizards of the Coast, Inc. All rights reserved.
June 2008 | Dragon 364
5
OF IGGWILV
by Robert J. Schwalb
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