Dragon Magazine 430 PDF
Dragon Magazine 430 PDF
Dragon Magazine 430 PDF
On the Cover: Howard Lyon depicts the fall of a lich king, a world-shaking event if ever there was one.
EDITOR I A L
TM
D r ag o n
Senior Producer
430
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Christopher Perkins
Time Tinkerer
By Greg Bilsland
Greg Bilsland, Steve Winter
Producers
Managing Editor Miranda Horner They say the first step is admitting you have a prob- Thus, for you fellow chronomantic romantics, we
lem, so here’s my admission: I’m a time tinkerer. It’s have four articles—for players and DMs—that involve
Development and Editing Lead Jeremy Crawford
like clockwork; if one of my campaigns goes on long tinkering with time. We couldn’t let the magazines go
Chris Sims
Developer enough, I’ll turn to time travel. I’m not alone here, on break without bringing back Robert J. Schwalb, of
Senior Creative Director Jon Schindehette right? The temptation to shake the hourglass is too course. We’ve set him free from creating magic items
much for many Dungeon Masters to resist. We spend for D&D Next so that he could craft an Unearthed
Art Director Kate Irwin Arcana article that can throw your game into chaos
hundreds of hours carefully crafting our campaigns
Publishing Production Specialist Jessica Dubey and worlds, and then think, “You know what would with time travel. Another of our favorite writers, Steve
be really cool? Time travel.” Forget memorizing Townshend, who is working on monsters for D&D
Digital Studio Consultant Josh Dillard
details, preserving verisimilitude, and striving for Next, returns to the magazine to write about shaking
Contributing Authors Tim Eagon, Erin M. Evans, Ed continuity. Let’s just drop a bomb in the middle of the things up in your campaign.
Greenwood, Jeff Morgenroth, world and the time line, and see what happens. Per- And then we have kruthiks. And river halflings.
Peter Schaefer, Robert J. haps we do it from a desire to give the players some Neither of which have anything to do with time—
Schwalb, Steve Townshend, ownership of the setting. More likely, though, we get these articles were really great, and we didn’t want
Robert van Wijk bored and want to tear things apart and restart. them to lie fallow during the hiatus. Additionally, we
Contributing Editors Michele Carter, Michael G. Ryan, My chronomance romance started early. In the have the first Dragon article by Erin M. Evans, author
Ray Vallese, Penny Williams first D&D campaign I ever played, we had a cus- of The God Catcher and this month’s Sundering novel,
tom-designed spell called touchnode. The spell let The Adversary. Erin has extensive knowledge of the
Contributing Artists Zoltan Boros, Devon Cady-Lee, the caster glimpse a touched point as it existed at a Forgotten Realms setting, which she puts to use this
Julie Dillon, Vincent Dutrait, random amount of time in the past—usually decades month in an article about the Harpers.
David Griffith, Ralph Horsley, or centuries. (In reality, I think the random amount Speaking of time well spent, Erin and I recently
Jason Juta, Mathias Kollros, of time was whatever the DM decided the players participated in a D&D marathon for Extra Life, a
Howard Lyon, William O’Connor, should see from the past.) The concept was cool, but I gaming event that benefits Children’s Miracle Net-
Adam Paquette, Dan Scott, don’t know what madness drove the DM to allow this work hospitals. I was the Dungeon Master for this
Matias Tapia, Ben Wootten spell. It meant he always had to be ready to describe crazy 25-hour event, and here’s the remarkable
the past of an object or place. And since the spell was thing: It went by in a flash. It’s said that time flies
only 1st-level, I naturally used every extra spell slot at when you’re having fun. It’s a cliché, I know, but I
the end of each day to cast it on everything in sight. think that’s part of why we’re still playing D&D after
In one of my early 4th Edition campaigns, I was three decades. Dungeons & Dragons let’s us travel
looking for a way to convey past events to my play- through time—not just because we become fantasy
Dungeons & Dragons, Wizards of the Coast, D&D Insider, their
respective logos, D&D, Dungeon, and Dragon are trademarks of
ers without letting them time travel. Inspired by an characters in a medieval world, but because we can
Wizards of the Coast LLC in the USA and other countries. ©2013
Wizards of the Coast LLC.
idea from Final Fantasy VIII, I conspired to have the lose track of time and reality as we enjoy the com-
This material is protected under the copyright laws of the United States characters’ minds transported into past incarnations pany of a great group of friends—even for 25 hours.
of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written of themselves. This gave the players an investment in
permission of Wizards of the Coast LLC. This product is a work of
fiction. Any similarity to actual people, organizations, places, or events learning about these former heroes, which became a
is purely coincidental.
narrative font that I could consistently return to.
Shake
Your
World
By Steve Townshend
Illustrations by Howard Lyon, William O’Connor,
Devon Cady-Lee, and Vincent Dutrait
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significance. When the world becomes reliable, it’s The borders of the characters’ world might begin as
time to shake things up. small as an isolated keep on a forest-shrouded hill and
grow to be as large as a realm, continent, planet, the
When Not to Use Them
In constructing a narrative, beware of “false When to Use Them Material Plane, or the entire multiverse, depending on
the scale of your campaign’s story. Unless you decide
action,” or action for its own sake. False action World-shaking events can happen at any time in a otherwise, a world-shaking event always applies to the
doesn’t move a story forward, engage characters, campaign or story arc, but the biggest incidents tend current parameters of the characters’ world.
or cause them to change. Many action movies to naturally fall at the beginning, middle, and end.
(and RPG campaigns) suffer from false action,
in which car chases, gunfights, and explosions
They fall there because that’s the way dramatic
stories work. At the beginning of a story, something World -Shaking
abound but do little more than inconvenience
the characters and eventually bore the audience
happens to shake the protagonists’ world and spur
them into action. The characters take action to
E vents
with their repetition and dearth of meaningful resolve their problems, but other forces oppose them. You can use this section for ideas and inspiration to
stakes. Thus, it’s probably not in the DM’s best As they near their goal, a major conflict disrupts the fill in world-shaking events already occurring—or
interest to shake up the world every single time characters’ plans, shaking their world again; failure soon to occur—within your world, or you can roll on
there’s a lull in the action, lest world-shaking seems imminent. At the end of the story, they succeed the tables below to randomly generate an event. The
events become rote and ordinary. or fail, and the world is shaken again by the way the attempt to justify a random result can often reveal
As a general rule, use up to three large- characters changed it for good or ill. interesting and unforeseen possibilities.
scale, world-shaking events over the course of That’s (very) basic story structure. As applied to Each world-shaking event lists examples from real
a campaign—one near the beginning, one near a D&D campaign: At the beginning of a campaign, world history to provide a common perspective, but
the middle, and one near the end. Use as many world-shaking events make good adventure hooks you will no doubt think of dozens of your favorite
small-scale world-shaking events as you like— and affect the characters’ lives directly. In the middle, fantasy-fiction equivalents for each event as you go.
events that shake the bounded microcosms of they make great turning points as the characters’ A number of bullet points follow the description
towns, villages, tribes, fiefs, duchies, provinces, fortunes reverse—rising after a defeat or falling after of each world-shaking event. These should provide
and so forth. Every significant event shakes a victory. Near the end of a campaign, they serve as you with some concrete ideas from which to build.
someone’s world, after all, no matter how small excellent climactic episodes with far-reaching effects; After you’ve considered these points, you should
that world might be. Let the unexpected and they might even occur after the story has ended, as a have a basic foundation from which to create adven-
terrible regularly afflict the world’s smaller terri- result of the characters’ actions. ture hooks, rumors, and news items to attract the
tories, but unless your story demands it, save the characters’ attention or to inspire your own further
large-scale map-spanning events for the biggest,
most important moments of your campaign.
Where to Use Them world-building. Always consider the ways in which a
world-shaking event might personally impact one or
A world-shaking event affects the characters’ world more of the characters.
in a significant way. The characters’ world is the To get started, select a world-shaking event cat-
primary area of the campaign setting where the char- egory or roll 1d10 on the World-Shaking Events table.
acters’ stories unfold. Even if your setting map is as Then see the corresponding listing for that event.
the D&D game world by altering the feel and tone
expansive as the one for the Forgotten Realms cam-
of the setting in a meaningful way. They chronicle
paign setting, for the purposes of this article “world”
the story of your world in big, bold print. Change—
refers to the boundaries of the territory familiar to
especially change that occurs as a result of the
the characters and the places that hold the most sig-
characters’ actions—keeps the story moving. If change
nificance for them—their sphere of influence. As the
is imperceptible, the actions of the characters lack
campaign progresses, the characters’ world expands.
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d6 Leader Types F Despite his or her many virtues or flaws, one flaw F Name one person or group that tries (and fails)
1 Political in the new leader in particular outrages a certain to fill the leader’s shoes in the resulting power
2 Religious percentage of the populace. What is that flaw? vacuum.
3 Military What person or group of persons will do their F Name one person or group that plotted against
4 Crime/underworld utmost to foil this leader because of it? Conversely, this leader.
5 Art/culture what is this leader’s greatest virtue?
F Name three things for which this leader will be
6 Philosophy/learning/magic F Who believes in this leader now, but still retains remembered.
some doubts? This is someone close to the leader,
1. Rise of a Leader, Beginning of who has their trust and knows their secret fears,
an Era doubts, or vices. 3. Cataclysmic Disaster
In dramatic stories, a new leader’s rise often comes at The Black Death. The Great Flood. The eruption of
the end of a period of struggle or turmoil. Sometimes 2. Death of a Leader, End of an Era Mount Vesuvius. The Chernobyl disaster. The Shaanxi
it’s a war or uprising, other times an election, the All that begins must end. With the fall of kings and Earthquake.
death of a tyrant, a prophecy fulfilled, or the appoint- queens, the maps of the world are redrawn, laws
ment of a hero. Conversely, the new leader might be change, customs and cultures alter. The fall of a Earthquake, famine, fire, plague, flood—disasters on a
a tyrant, a fiend, or black-hearted villain, and the era tribal warlord means one thing to the larger powers grand scale can eradicate whole civilizations suddenly
that just ended could have been one of peace, tran- attempting to tame the land under one rule, and and without warning. They redraw maps, destroy
quility, and justice. something entirely different to the tribe he ruled. economies, and alter worlds. Sometimes the survivors
When these people lived, they shaped their civiliza- rebuild from the ruins. The Great Chicago Fire, for
World-Shaking Event: GENESIS! tion and their culture. When they passed on, the instance, provided an opportunity to rebuild the city
A new leader shakes the foundations of your cam- world wasn’t the same for their absence. The atti- according to a modern plan. Most of the time the disas-
paign world and begins a new era in the region you’ve tude of the inhabitants shifts subtly at first and then ter leaves only ruins—buried under ash like Pompeii,
decided upon. How does this person or this era begin changes dramatically as the people look back or remi- or sunk beneath the waves like mythical Atlantis.
to affect the world? nisce about the time before. Not every disaster on the table might make imme-
F Name one thing that has been consistently true diate sense in the context of your campaign world.
about the world, which is now no longer true due World-Shaking Event: KINGKILLER! A flood in the desert? A volcanic eruption on grassy
to this leader’s rise or influence. This is the big- Kill off one of your world’s leaders. This might be a plains? If you select a disaster that conflicts with
gest change that occurs when the new leader takes benevolent ruler, an influential citizen, or even one your setting, challenge yourself to justify it. Perhaps
power and might become the prevailing trait that of the characters’ minor adversaries. How does the the desert oasis floods with sand or a miraculous
defines the era, for which it is remembered. death of this person affect those formerly under his or downpour turns the world to mud; an Underdark vol-
her influence? cano erupts beneath the grassy plains, dissolving the
F Name the person (or people) whose death, defeat, surface of the world, creating earthquakes and swal-
or loss opened the door for this leader to take F Name one positive change that the leader brought
lowing cities whole.
power. This might be a military defeat, the over- to his or her domain or sphere of influence. Does
With two exceptions, the disasters on the table
throw of old ideas, a cultural rebirth, or something that change persist after the leader’s death?
below resemble those that affect our own world.
else. Who died, lost, or was defeated? What F State the general mood or attitude of the people Think of planar warps and magic gone awry like
weren’t they willing to compromise? Was the new under this person’s power. What important fact nuclear incidents—they’re big events that unnaturally
leader complicit in the death, defeat, or loss, or was didn’t they realize about this person or his or her alter the land (and probably the way reality works).
the opportunity serendipitous? reign, which will later come to light? They might transform the land and its people or warp
them in context with the nature of the plane.
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d8 Annihilated, Depleted, Extinct World-Shaking Event: FOUNDATION! Charisma. The ability you choose is the quality
1 A kind of animal (insect, bird, fish, livestock) In the part of the world you choose, an important that the followers most respect and admire about
2 Habitable land new order arises. It could have humble beginnings or their leader. Elaborate as to why they respect him
3 Magic or magic-users (witchcraft, sorcerers, auspicious ones, but one thing is certain: It is destined or her for this quality, and what actions this leader
illusion) to change the world as long as it progresses along its has taken to garner the followers’ support.
4 A mineral resource (gems, metals, ore) present course. Sometimes an organization’s align- F A rival group openly or secretly opposes the
5 A type of monster (unicorn, manticore, ment is apparent from inception, but a new order’s foundation of this new order. Choose an existing
catoblepas) morality can remain ambiguous until its doctrines, power group from your campaign to oppose the
6 A people (family line, clan, culture, race) dogma, policies, and tradition reveal themselves over new order or create one from the categories on
7 A kind of plant (crop, tree, herb, forest) time. Choose the type of organization that is founded, the table above. Decide why they oppose the new
8 A waterway (river, lake, ocean) or use the table below to generate ideas. order, who leads them, and what they plan to do to
stop the new order.
F Name a territory, race, or type of creature that d10 New Order
1 Crime syndicate/bandit organization
relied upon the thing that was lost. How do they
compensate? What do they attempt to substitute 2 Guild (masons, apothecaries, goldsmiths) 8. Discovery, Expansion,
for that which was lost? 3 Magical circle/brotherhood/society Invention
4 Military/knightly order
F Who were the persons or creatures—or what was The wheel. The longbow. The printing press. The New
5 New family dynasty/tribe/clan
the phenomenon—most accountable for the loss? World. The atom. The Gold Rush. King Tut’s tomb. Cloning.
6 Philosophy/discipline dedicated to a principle/
F Describe an immediate consequence of the loss. ideal
Guess at the future and describe one way that the New discoveries change the world. Discoveries of new
7 Realm (stead, village, town, duchy, kingdom)
loss impacts or changes the world in the long term. lands expand the map and change the boundaries
8 Religion/sect/denomination
of empires. Discoveries of new magic or technology
F Who or what suffers the most as a result of the 9 School/university
expand the boundaries of what was once thought pos-
loss? Who or what benefits the most from the loss? 10 Secret society/cult/cabal
sible. New resources or archaeological finds create
opportunity and wealth and set prospectors and
7. New World Order F At its inception, the new order supplants a current power groups in motion to vie for their control.
The founding of Rome. The Knights Templar. The East India power group in the world, whether by accident or
Company. The Ku Klux Klan. The Nazi Party. The C.I.A. by design, taking away territory, converts, or defec- World-Shaking Event: EUREKA!
tors and aggressively reducing the previous power A new discovery—or rediscovery—impacts your cam-
The foundation of a new order, kingdom, religion, group’s numbers. Who or what does the founda- paign world in a meaningful way, shaping the course
society, cabal, or cult can shake the world with its tion of this new order supplant? of history and the events of the age. Think of this
actions, doctrine, dogma, and policies. On a local F The foundation of the new order appeals to a spe- discovery as a big adventure hook or series of hooks.
scale, a new order contends with the existing power cific audience. Decide whether this order attracts This is also an opportunity to create a unique mon-
groups, influencing, subverting, dominating, or ally- a certain race (such as elf, human, orc, yuan-ti), ster, item, god, plane, or race for your world. It doesn’t
ing with them to create a stronger base of power. social class (commoner, merchant, soldier, nobil- have to be wholly original, just flavored for your cam-
Large and powerful organizations can exert enough ity), or adventuring class (fighters, clerics, thieves). paign. The important thing is to make the discovery
influence to rule the world. Some new organizations F The leader of this new order is known for a partic- matter. Discoveries make great MacGuffins to write
benefit the populace, while others grow to threaten ular quality valued by his or her followers. Choose adventure hooks around or send your villains after.
the civilization they once protected. one of the six standard ability scores: Strength, Decide on the type of discovery that is made or
Dexterity, Constitution, Intelligence, Wisdom, use the Discoveries table to generate ideas. Once you
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You can use events that have already occurred intervention. The story of this event will be passed replies, “I’m the last in a line of necromancers,” the
in the campaign, placing the prophecy in mid- down from generation to generation and it will directly player has created a (potentially very large) part of the
completion. The rest are events that might or impact the player characters in the campaign. world and future adventures.
might not happen, depending on the actions of Once again, your current campaign probably pro- Similarly, you can involve the players in helping
the characters. vides a few ideas for what this could be. If you need to shape the world-shaking events that occur, and in
F Describe the person or creature that discovered inspiration, roll 1d8 on the World-Shaking Events which they—as participants in the unfolding story—
the prophecy and how it was found. What did this table (ignoring results of prophecies and legendary are already invested. You’ll often find that several
creature gain by revealing it? What did this person events). Answer the bullet points, but magnify the heads are better than one, and the players will pro-
lose or sacrifice? result to the grandest scale you can imagine: vide details about the world that were important to
The rise and fall of kings and eras is the birth and them but which you as DM might have overlooked or
F Describe the individual or faction (or divine or
death of gods and ages . . . or worlds. Cataclysmic whose significance you undervalued. This helps spark
planar power) that supports the prophecy and
disasters are world-spanning deluges, ice ages, and player investment, since their contributions have real
works to ensure that it’s fulfilled, and the one that
zombie apocalypse. Assaults and invasions are world impact on the fate of the world their characters tread.
will do all in its power to avert it. What is the first
wars, demonic armies, titanic monsters, and final It has been said that in D&D, the DM is God. In
step each takes to fulfill or avert it? Who suffers
clashes between the forces of light and darkness, with this exercise, the DM is rather more the head of a
for their efforts?
the world as their battleground. Rebellions dethrone pantheon of deities (the players) who determine the
F One part of the prophecy is wrong. Choose one of gods and raise new demon lords. Extinctions wipe world-shaking events that will occur.
the omens you listed or one of the bulleted ques- entire peoples from the face of existence. New orders After they have their turn as gods, the players
tions you answered for the world-shaking event are world-spanning empires or pantheons of new inhabit the bodies of mortal bystanders and witnesses
that the omen predicts. The omen is false, and if gods; discoveries are doomsday devices and portals to that took part in, or survived, the world-shaking event.
applicable, its opposite is true instead. eldritch dimensions where cosmic horrors wait.
1. Zoom and Scale
10. Myth and Legend Group First, choose the part of the world where the world-
The sinking of Atlantis. Ragnarok. The Trojan War. The
fall of Camelot. The Rapture. The death of the sun. World -Shaking shaking event will occur. This should either be a
place that immediately affects events in your cam-
There’s something to be said for the DM having total paign, or somewhere on the border where future
Sometimes a world-shaking event takes on mythic or control over the world, holding on to the world’s events will spill over into the campaign.
legendary proportions. If wars, plagues, discoveries, secrets, doling them out piecemeal as the characters If you’d like to determine the location randomly,
and the like can be called “regular” world-shaking work their way through the campaign. That style of start by dividing your campaign map into sections.
events, these are the events that exceed and surpass play keeps the players in suspense from episode to The campaign map is the sum total of the world where
them, the ones that come along only once a millen- episode as they learn about the world and try to dis- your current campaign takes place. It’s simplest if you
nium (if ever) and shape the world’s mythic outlook cover what the bad guys are up to. That element of divide the world into four equal quadrants. Number
for all time to come. These wildcard events change a suspense is one of the benefits of having a single DM the quadrants one through four and ask a player to roll
region or the whole world on a grand scale. in charge of the game and story. a d4. The result is both the quadrant of the world that’s
Some games can benefit from group storytelling affected and the scale of the event.
World-Shaking Event: EPIC! when all the players cooperate to shape the events of As a general rule, zoom in at least twice for a low-
A truly extraordinary event changes your world on a the world outside what their characters can person- level campaign and once for a mid-level campaign.
fundamental level. Think big. Think on a grand scale. ally affect. D&D can work as such a game: During For a high-level campaign, you probably don’t need
This event might occur at the fulfillment of an ancient character creation, the DM asks a player for the to zoom at all; the event impacts the world and very
or long-forgotten prophecy, it might be an act of divine background of his or her character. When the player likely the planes beyond.
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3. Witnesses
A world-shaking event is meaningless if it affects no
one. It’s important to understand the ramifications
and aftereffects on the populace if the event is to be
important to the story.
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World War Z by Max Brooks is a science-fiction alternative perspectives, players must honor the
novel comprised of various perspectives revolving group’s initial answers to the bullet points, add to
around a single world-shaking event—the zombie war. them, and supply new details. Thousands of fantasy novels
You get one audiobook free.to
Choose wisely.
Some of the characters are doctors, some are mili- The idea is to experience the event from all sides
tary, some are scientists, some are smugglers and con and the way it affects the people of the world. This help you escape.
men. All of these contrasting perspectives combine to way, when the characters take the stage, the play-
create a multifaceted view of the event. You’ll do the ers are already invested. As a bonus, they’ve also
same with yours. generated key nonplayer characters, world details,
Using the information you gleaned from the bullet and possibly even adventure hooks to which they’re
points, each event will be described by one class of already attached by virtue of having created them.
witness:
About the Author
Steve Townshend is an award-winning RPG designer whose
F The common folk
work includes Monster Vault™: Threats to the Nentir Vale ™ ,
F The ruling class Madness at Gardmore Abbey ™ , and Heroes of the Feywild™ . Prior
F The neighbors to his RPG design work, Steve was a professional actor whose
primary concentrations were Shakespeare, Meisner tech-
nique, and long form improvisation. This past career and
The first player chooses which class of people he training strongly influences his work in roleplaying games
or she will play. Ask the player to take a moment to and short fiction.
think about and then describe the character that
witnessed the event. Then, from that character’s
point of view, the player describes at least three
details that this person witnessed. If the player is
up to it, encourage him or her to take a few minutes
to tell the story of the day that the event happened,
incorporating those three details.
The next player does the same, taking on the role
of a character from one of the other classes, describ-
ing three details that person notices, and recounting
the event. A third player follows suit for the remain-
ing class. In the end, you’ll have a detailed description
of the event from three different perspectives.
The perspectives don’t need to match, and state-
ments of fact can conf lict. The characters should
have different perspectives on the event. Typically
the common folk feel a world-shaking event acutely,
with the ruling class being more detached, and the
neighbors lending a distant view—though this isn’t
always true. Try Audible with a free book.
The only requirement is that the answers to the audible.com/dragons
bullet points remain consistent. When offering these ALL TRADEMARKS ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.
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Unearthed
Arcana:
Time
Travel
By Robert J. Schwalb
Illustrations by Dan Scott and Ralph Horsley
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Time Travel
A P roblem of T ime A note for the scientists out there: we’re talking
about fantasy time travel. Although some concepts
or Dark Sun during the rise of the sorcerer-kings.
The point on the time line that the group chooses to
Fundamentally, time travel already exists in D&D. here draw inspiration from science, in no way is this explore becomes the present, and everything that
Time passes in the game. The DM controls time flow to article beholden to physics. Einstein might have been happens in the game adds definition to that period
manage the story, speeding it up and slowing it down. right about space-time, and quantum physics could and, perhaps, future times.
A DM accelerates time when narrating what happens offer clues about how reality works. But in D&D The decision made at the start of the campaign can
over the course of days or weeks, such as an ocean worlds, gods might control or manipulate time, and be made again at any point by introducing time travel
voyage, and decelerates it to six-second increments magic can and does do the same. as a story tool. A campaign might begin at one time, go
with a call for initiative. Time, then, is as much a part back 250 years, and then jump ahead 1,000 years.
of the imaginary universe as it is of the real world.
Time Lines
But time travel is more than watching sand fall
through an hourglass, more than the piled-up hours One way to think about time is to imagine it as a Causality and Paradoxes
and days spent traveling to the next dungeon. Time braided line with no beginning and no end. The braids Events have causes. One event causes a second, which
travel, in the fantastical sense, is the ability to travel are all the objects in reality woven together to form the causes a third, and so on, building a chain of events.
from one point in time to another, either forward or line. The line represents all the moments in time. One Causality creates all sorts of problems in time
backward, without changing physical location. point might be the Dawn War. Another might be when travel games, largely because modification of any
the sun swells up and swallows the world. event can cause everything following the altered
Although there is a sequence of events on the time event to change. All dependent events transform,
line, all moments occur simultaneously. People per- perhaps disappearing altogether. At best, this activ-
SCI-FI IN MY FANTASY ceive time flowing in a single direction, but past and ity alters the future. At worst, it creates a paradox that
future are relative to one’s position on the time line. breaks the time line.
D&D is no stranger to time travel. The most Outside time, one can arbitrarily choose any moment For example, let’s say that Strahd von Zarovich
famous example from D&D fiction is in the as the present and pick out the various decisions that is the first vampire in the world. We know Strahd
Dragonlance Legends trilogy, when Tasslehoff led to the occurrences at that moment. Since one becomes a vampire after being spurned by a young
Burrfoot and his buddy Caramon Majere trav- has an infinite number of points to choose from, all woman named Tatyana with whom he became infat-
eled back in time to just before the Cataclysm. moments can be the present. uated. Turning to dark powers to overcome death,
Would it surprise you to learn that Greyhawk’s Look at any published campaign setting that has an Strahd murdered his brother Sergei on his wedding
Murlynd, of the eponymous spoon, wore a duster established, written time line. That time line tells when day and drove Sergei’s bride-to-be, the young Tatyana,
and carried a pair of six-shooters? key events occur and shows how they inform future to throw herself from the castle walls. Strahd, the
The Complete Psionics Handbook (2nd Edition), events. The time line might have a beginning (the ear- castle, and the town below all were sucked into a
by Steve Winter, made time travel explicitly pos- liest known moment) and an ending (the point where Domain of Dread. Strahd became a bad guy.
sible with time shift. Rich Baker, in The Will and the designers expect the DM to start a campaign). Just But what happens if a clever adventurer, after
the Way (also 2nd Edition), gave us time duplicate, because the future hasn’t been formally written doesn’t running afoul of the Ancient One, decides to step
time dilation, and the campaign-bending time mean it doesn’t exist. The end point marks the spot through a time portal to the point when Strahd is a
travel powers. And then there’s Loren Coleman’s where you fill in what happens next. young man? The character might convince Strahd to
Chronomancer (2nd Edition). The Time Bender More important, a world’s time line also provides seek a life of peace. Maybe the character shows young
paragon path from Player’s Handbook 3 (4th Edi- interesting moments in which a group can set their Strahd what he will one day become. Perhaps the
tion) is another example. campaign. Just because the book suggests a start- character kills Strahd. If the time traveler succeeds,
ing date doesn’t mean you have to use that date. You Strahd might never build Castle Ravenloft, never
could run Dragonlance in the years leading up to the invite Sergei to stay with him, never meet Tatyana,
Cataclysm, or Greyhawk during the great migrations, and thus never make a pact with dark powers. Strahd,
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Time Travel
then, doesn’t become a vampire and, if we accept that gods oversee time in your world move in to protect planar cosmology presented the idea that the world
he was the first, no vampires exist in the world. This the time line and ensure that individuals or their was just one of many possible worlds from the start.
situation also creates a paradox. If no vampiric Strahd proxies survive and that events happen more or less From the worlds Lolth conquered and drew into the
exists, why did the character go back in time? as they are supposed to. Demonweb Pits to the alternate versions of Oerth
This paradox brings to mind the most famous time Making something a fixed point helps you pre- revealed in Polyhedron and further described in Expe-
travel paradox of all. What happens when you go serve the integrity of your campaign setting, ensuring dition to the Ruins of Greyhawk, there might be many
back in time and kill your own grandfather? Do you that one trip into the past doesn’t spawn paradoxes versions of the various worlds.
cease to be? And if you cease to be, why is your grand- or undo everything that happened up to that point. Rather than create fixed points, when characters
father dead? Paradox is a problem you should solve That said, making a fixed point doesn’t mean that the jump to another point on the time line, they create a
before throwing open the gates to time travel. Luckily, characters cannot go back to witness those events fork, with one branch extending into the future as it
some possible solutions are forthcoming. or interact with the people involved. It means that always has. The other, on which the characters find
circumstances change to absorb their actions so that themselves, goes to a different, changeable future. A
Fixed Points what is supposed to happen still happens. character could kill his grandfather without fear of
Sometimes history can’t be changed. What would Back to the Strahd example above: Strahd becom- creating a paradox. The character would not be pre-
the world of Greyhawk be without the Rain of Col- ing a vampire could be a fixed point. But how could venting his birth but rather the birth of his duplicate
orless Fire or the Battle of Emridy Meadows? Can this event happen if Strahd is killed before he turns? in the alternative reality.
you imagine the Forgotten Realms without Drizzt Perhaps Sergei takes his place. Sergei becomes the Whether it’s possible for the characters to return
or Elminster? Without Huma defeating Takhisis in bloodthirsty general, and each victory the elder to their original time line is up to you. It might be that
Dragonlance, everything that comes after just unrav- brother won becomes Sergei’s to win. After cam- whenever a character travels through time, he or she
els. These events and individuals are effectively paigning for several years, a bitter, scarred, and
fixed points on the time line, and their influence on broken man builds Castle Ravenloft. In the vil-
what comes after is integral to the fabric of reality. lage, he notices Tatyana and feels that they belong
Removing them or altering them would cause vast, together, but the young woman has eyes for some- FUTURE FUN
reality-shaking ripples that would change so much, one else. She feels affection for Sergei, but they can If you plan to use time travel to send the char-
the time line would snap. Nature or whatever god or never be together. Sergei offers to host the wedding acters into the future, the D&D Gamma World
at the castle, makes a pact with dark powers, and game has all sorts of cool things you can mine for
kills the groom. His act drives Tatyana to kill herself. adventures. The cards and weird monsters offer
Overwhelmed by what he has become, the vampire a bevy of strange foes and stranger treasures to
BACKGROUND: TIME assumes his dead brother’s identity and passes the keep your players busy.
centuries brooding in his castle. D&D Gamma World focuses on the first 10
TRAVELER In fact, the Strahd the characters know might levels, so unless you let low-level characters
You come from another time. You might have always have been Sergei, or perhaps they stopped jump through time, be prepared to make modi-
been born in the distant past or at some point Strahd from becoming a vampire, but in doing so fications. The quick and dirty method is to add
in the far future. What was your life like in your they doomed Sergei to take his place. Fate adapts to 1 to AC, defenses, attack modifiers, and ability
time? How did you travel to the present? Do you changes and preserves the future so that it occurs modifiers for every 2 levels you add. For each
seek to return, or is the present a refuge? with few significant alterations. level you add, increase damage for at-will attack
Associated Skill: History powers by 1 and for limited powers by about 2
Alternative Time Lines or 3.
The idea of alternative mortal worlds (or Material
Planes) is nothing new to D&D multiverse. The
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Time Travel
TIME PORTAL
You throw open a portal to a different time. History Check Result Distance in Time
19 or lower Up to 1 year
Level: 20 20–29 Up to 10 years
Category: Travel 30–39 Up to 100 years
Time: 10 minutes 40 or higher Any point
Duration: Special
Component Cost: 5,000 gp (see text) At the completion of this ritual, make an Arcana
Market Price: 25,000 gp, plus 10 healing surges check. The result determines how long the portal
Key Skill: Arcana and History remains open.
You create a doorway to another time, linking the Arcana Check Result Portal Duration
present with the past or the future. By stepping 19 or lower 1 round
through the portal, you move to another point on 20–39 3 rounds
the time line. 40 or higher 5 rounds
The ritual works only if you perform it within a
permanent teleportation circle. The portal opens This ritual otherwise works the same as Linked Portal
within the circle. in regard to how the portal functions, how it appears,
During the ritual’s performance, make a History and what happens when creatures interact with it.
check. The result determines how far into the past
or future you can travel.
creates and exists in a new time line. In such a case, sword’s twin but is, in fact, the very same blade. Both
any return to the “present” places the characters in characters return to the present. Who has the sword?
the alternative time line’s present. On the other hand, The first character doesn’t have it because when
the characters could return along the forked path and the second character brought the weapon forward
move back to their usual present. They would be in a from the past, it removes the sword from the event
world unchanged by their actions in the past. where the first character found it. Without the sword,
would the first character have been able to defeat
Objects and Time Travel all the enemies she defeated? How would her life
have changed by not finding the sword? As you can
All the problems player characters face and can see, merely transporting an object from one time to
potentially create by traveling through time also another risks creating a paradox.
apply to items they take with them or bring back to You can solve this problem in a few ways.
the present. Imagine that one character has a magic Alternative Time Lines: If you use the Alter-
sword. She and several others go back a century. native Time Line approach, bringing an item from
Then a different character finds what he thinks is the
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Time Travel
another time causes no troubles in the time line move the party through time to combat a menace
the characters currently occupy. The retrieved item in the past or future. The characters could explore a
belongs to a different branch of time. One item is a lost temple of Mak Thuum Ngatha, a vile deity intent
duplicate from another time line. on shattering the cosmic boundaries, and stumble
Items Don’t Travel: You can take a cue from through a gate to another time. Chronos of the
the movies. When a creature travels through time, Forgotten Realms, sensing his own demise, might
it cannot bring any object from one point in time to call powerful heroes from the future to save him. Or
another. Thus, a time traveler must make the trip maybe the characters anger the mad god Zagyg, who
naked. flings them to another point on the time line.
Time Anomalies: Time might pass at different
T he Value of T ime rates on other planes, either faster or slower, and
might even flow backward in some places. Characters
Despite all the problems time travel can cause, it’s a who spend a few weeks in such a place return to the
powerful storytelling device, and it opens your cam- world of the past.
paign in ways you might never have imagined. For Magical Mistake: In earlier editions of the D&D
example, some of the most interesting bits about the game, combining or breaking certain items could
Eberron campaign setting are locked in the past. The lead to serious trouble. Characters who use very rare
Last War shook the world. It created a magical catas- items or artifacts in reckless ways might be hurled
trophe that threatened to consume the planet, saw through time, stranded in the past or future.
the creation of an entirely new race, and was rife with Time Rituals: You can empower the characters
intrigue, treachery, and bloody battles. Who wouldn’t with the means to travel through time by introducing
want to play in that setting? the Time Portal ritual. Although the ritual might be
You could easily start a campaign in that time,
using The Forge of War supplement as a guide. The
out of reach for most adventuring groups, a powerful
ally or patron might perform it on their behalf.
Your Search is Over!
period is made more interesting when viewed
through the lens of the war’s aftermath. About the Author
The same is true for the Dark Sun campaign set- Robert J. Schwalb is a freelance game designer and devel-
PDFs of your favorite
ting. Many people wonder how Athas became a desert oper with a slew of works to his name. You can find more of his
work in the next incarnation of D&D. You can follow Rob on
D&D books and
planet populated by weird monsters. Adventuring
when the sorcerer-kings came to power might be a lot Twitter (@rjschwalb), become his new best friend on Facebook, adventures are now
or check out his website (www.robertjschwalb.com). When not
of fun. Knowing what’s at stake creates great tension
and makes adventuring in the past more meaningful.
making fun, Rob spends far too much time listening to music available.
and holding up the bar at his favorite watering hole.
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Character Themes:
Ghost of the Past
By Robert van Wijk and Robert J. Schwalb
Illustrations by Adam Paquette, Julie Dillon, and Mathias Kollros
“Oh my God. I’m back. I’m home. All the time, it grandeur and majesty of your civilization. Everything
was . . . . We finally really did it . . . . You maniacs! seemed possible.
You blew it up! Ah, damn you! God damn you all to hell!” But now, you are here—or, to be more precise, you
—Colonel George Taylor, Planet of the Apes are now, stuck in the current and very dark age. How
did you come to be here and now? Perhaps it was an
History litters the worlds featured in the Dungeons accident. Perhaps you were placed in stasis as punish-
& Dragons® game. Old statues of people long for- ment for crimes you did or didn’t commit, or as part
gotten stand in mute battle against the creepers and of a magical experiment into the nature of time. Some
overgrowth. Crumbling ruins, toppled walls, and magical calamity might have flung you forward,
cracked buildings that are now home to the crea- hurling you through the long centuries to emerge in
tures of the wild still echo with the drama that once a world far removed from the one you remember.
unfolded there. Even the dungeons that adventurers However you made the journey, you now inhabit a
explore—built for reasons long lost, for purposes now changed world. The people you knew are bones and
inscrutable—can trace their origins back to the murky dust. The cities you loved so well are now reduced to
times gone by. The past is all around—in the wreckage monster-infested ruins. The life you led is a fading
of fallen kingdoms and empires, in the memori- memory that only you recall.
als raised to commemorate significant people and Now you must make a choice. Do you lament the
events, and in the names of heroes and villains that past you lost and curse this unforeseen future, or do
still resound through the centuries. For most, history you embrace this new, savage world? Or, perhaps, will
is what has already happened—the events that have you try to recapture the light that was lost and restore
shaped the present. But for you, history was yesterday. your old, forgotten realm? Only this time, under your
Born in an age far removed from the present, guidance, the empire might stand the test of time.
you were a member of the civlizations that trans-
formed the world. You might have dwelled among
the fiends of Bael Turath or the dragons of Arkhosia,
Creating a Ghost of the Past
taken leisurely strolls within the stunning city of The first step in creating a ghost of the past is to deter-
Myth Drannor, or fought bravely amid the armies mine where and when your character came from. In
of the goblinoid Empire of Dhakaan. You witnessed what era was he born? What nation did she call her
these nations at their heights, when their lights shone own? If you’re playing in the D&D® world of Nerath,
the brightest, and you experienced the incredible you might choose one of the legendary empires,
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Ghost of the Past
such as Bael Turath or Arkhosia. If you’re playing founding of Cormyr, or walked the streets of Myth Regardless of race and class, the virtues and vices
in a D&D campaign setting, such as the Forgotten Drannor. of an ancient civilization formed your character’s per-
Realms, Greyhawk, or Dragonlance settings, you can If you’re playing in a published world or one cre- sonality. His or her behavior and mindset might seem
pick from any of the civilizations that predate the ated by your group, talk to your Dungeon Master alien to those living in the present. When selecting
campaign’s current time. In the Greyhawk setting, about the time from which your character comes, the feats and powers, you can emphasize your character’s
your character might hail from the ancient Suloise place he or she called home, and the things he or she nature by making choices that are unusual for the
Empire, before the Twin Cataclysms that reduced should know. When choosing a race, be mindful of group.
that nation to ashes. In the Dragonlance setting, you the people who lived in the character’s civilization. If As a final detail, determine how your character
might have been a contemporary of Huma—a witness your character comes from Bael Turath, odds are the learned the Common language. He or she might be
and possibly a participant in the Third Dragon War. character is a human or tiefling. He or she is probably the product of an excellent educational system and
And in the Forgotten Realms setting, you might have dragonborn if the character came from Arkhosia. therefore a quick learner, or the language might be
taken part in the Fall of Netheril, been present for the Your class choices should also reflect your character’s part of the magic that sent the character across time.
unusual origins. Alternatively, perhaps everybody speaks the charac-
ter’s language—the Common tongue may be all that
remains of his or her empire.
Starting Feature
Because you draw on firsthand experience, your
knowledge of the past rivals that of the most learned
sages. Moreover, you come from a period in which the
humanoid races had either conquered the monstrous
creatures or driven them back. You cannot tolerate
their current dominance and intend to put them back
in their rightful place.
Benefit: You gain training in History. If you are
already trained in History, choose a different skill.
Add the language of your fallen empire to the lan-
guages you can speak, read, and write.
Finally, you gain the guidance of the past power.
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Ghost of the Past
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Ghost of the Past
Shop Now
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Bazaar of the Bizarre:
It’s About Time
By Peter Schaefer
Illustration by Ben Wootten
For as long as magic has existed, those who manipu- Boots of Other Paths Level 13 Uncommon
late magic have tried to muck about with time. These fine leather boots lead you down paths you might not
Bending it, looping it, finding ways to break it—every- normally take.
one wants to manipulate this constant of the universe Feet Slot 17,000 gp
for the sake of their own power. Controlling time is Utility Power F Encounter (Minor Action)
such a draw that nearly every wizard decides to try it Effect: You move up to your speed, ignoring the effects of
any terrain you could normally walk over.
at some point. These spellcasters start work just after
breakfast, experience a few confusing experiments
and near-deadly mishaps, and give up just before Candle of Tomorrow
breakfast. For some, it is vitally important to see what is to come.
Still, every nut has its nutcracker, as someone once For others, it is imperative to avoid all experience of
said in a timeline that no longer exists. With enough the now. Characters who make use of the candle of
people working on the problem, a few of them are tomorrow learn that traveling into the future is the
going to wind up creating tools that work. easiest form of time magic. When you think about it,
Kind of. you pass into the next moment from the present, after
Though none of the following magic items all. With this candle, doing so faster isn’t that hard—as
grants the complete control of time that many wiz- long as you have no need to come back.
ards dream of, they are still useful tools in certain
circumstances. And who better to get into certain cir- Candle of Tomorrow Level 15 Uncommon
cumstances than adventurers? This silver candle gives off a breathtaking light for the brief
instant before it and the creatures around it vanish.
Boots of Other Paths Consumable 25,000 gp
Utility Power F Consumable (Standard Action)
The path you take through life is indelible, and many Effect: You light the candle and specify a period of up to
wizards hate that. Think about all those choices that 24 hours. Each willing creature within 2 squares of the
turned out—to be honest—not so great. If only you’d candle is removed from play until the time you specified
known! These boots are the product of one wizard’s elapses. When a creature reappears, it does so in the
attempt to maximize her potential for taking chal- space from which it vanished or the nearest unoccupied
lenging paths. Though the results aren’t as she hoped, space.
they still provide a wearer with a useful boon.
TM & © 2013 Wizards of the Coast LLC. All rights reserved. D e c e m b e r 2 013 | D R AG O N 4 3 0
24
It’s About Time
Dilatory Armor ritual book and ten minutes of work, only to have the
villains burst in at minute eight. This is one wizard’s
Torc of the Younger Self
It’s never the right time to take damage, but it’s dif- Queen Omarosa was a graceful, wise ruler who
solution to the problem: a book that speeds up time
ficult to tell a frenzied attacker bearing down on you guided her realm to prosperity during her reign. Her
for its owner while a ritual is being performed.
to come back later. This enchantment lets you do supporters and critics alike lauded her skill at merg-
just that by displacing an injury into the future. Just ing the wisdom of age with the passion and idealism
Expeditious Tome Level 12+ Uncommon
remember that the bill always comes due. of youth to inform her decisions.
When you study this tome, time seems to fly.
Omarosa was never seen without this bronze torc
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Dilatory Armor Level 13+ Rare around her neck. To mundane appraisal, it isn’t worth
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Defensive gear bearing this enchantment seemingly resists Implement: Tome
much, and she referred to it as a sentimental piece
initial signs of attack, until all its wear and tear catches up Enhancement Bonus: Attack rolls and damage rolls that helped her remain in touch with her youth. After
with it at once. Critical Hit: +1d8 damage per plus her death, the torc was looted from her tomb. The
Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Property character who bears it now has a chance to rediscover
Lvl 18 +4 85,000 gp Lvl 28 +6 2,125,000 gp You can inscribe rituals into this tome. When you use the its true power.
Armor: Any tome to perform a ritual inscribed in it, the time to perform
Enhancement Bonus: AC the ritual is halved.
Utility Power F Encounter (No Action)
Torc of the Younger Self Level 20+ Rare
Trigger: An attack hits or misses you. This cheap bronze ornament somehow reminds you of the
Effect: You delay all effects of the attack on you (save ends). Fugacious Stone days of your youth.
You can choose to fail this saving throw. Fugacious stones are the collateral damage of tem- Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Lvl 25 +5 625,000 gp
poral experimentation. As wizards experiment with
Neck Slot
Egg of Death manipulating time by sending objects into the future Enhancement Bonus: Fortitude, Reflex, and Will
To all appearances a simple eggshell, this item and summoning items from the past, that magic spills Utility Power (Healing) F Daily (Standard Action)
functions by calling forth your corpse from an and spreads. Even those who carefully control arcane Requirement: You must have three or more healing surges
alternate timeline wherein you died. For whatever energy cannot prevent small amounts of magic from remaining.
splintering off such time-transformed objects, leav- Effect: You lose three healing surges. You are then restored
reason, fate took a different path in your time, but to your hit point maximum, and any condition affecting
you can use the corpse to throw off pursuit or call ing specks of matter that coalesce to form pebbles
you ends.
for it in those moments a corpse is needed. You unstuck in time. Some theorize that fugacious stones
Utility Power F Daily (No Action)
know. Those moments. aren’t actually destroyed when used. Rather, they are Effect: You can perform the ritual Speak to the Youth
flung to a far point in time where they can be found Within.
Egg of Death Level 11 Uncommon
and used again.
This apparently empty eggshell feels cold to the touch.
Fugacious Stone Level 10 Uncommon Weapon of Chronal
Consumable 500 gp
Utility Power F Consumable (Standard Action) This unassuming pebble appears to momentarily duplicate Omission
Effect: You break the egg. Your naked corpse appears in itself in your hand, or to vanish altogether for a few seconds
Sometimes the best way to deal with foes is to get
your space or in a space adjacent to you. at a time.
them out of your sight. With a weapon of chronal omis-
Consumable 200 gp
Utility Power F Consumable (Standard Action)
sion in hand, you’ll be better prepared to deal with an
Expeditious Tome Effect: You throw the stone at yourself or a willing creature enemy when you see it next time.
Many wizards have suffered from the length of time within 10 squares of you. The creature is removed from
play until the end of 1d4 of its turns. At that point, the
it takes to perform a ritual. It’s disappointing when
creature reappears in the space from which it vanished or
the simple solution to your conundrum involves your the nearest unoccupied space.
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It’s About Time
Many of the items enchanted to muck about with Consult Oracle, and Loremaster’s Bargain are another When you finish performing the ritual, the spirit of
something as important as time evolve to become option. Any route can culminate in a quest to locate yourself from an earlier time you choose appears
more than simple tools and weapons. Playing with Omarosa’s tomb and question her using the Speak before you. It is the person you were at that time,
time in a big way means breaking the most stringent with Dead ritual. and it approaches you with that perspective. You
rules of reality, and the creation of artifacts—both can converse with the spirit for the duration of the
minor and major—is often the result. ritual. If you remember the right time in your own
past to call on the spirit, you can question yourself
Rod of Convergence when important knowledge is still fresh in your mind.
Each culture has its own legend of how the world will
end. Many elves believe that their kind will leave the
living realms behind them, and that magic will leave from the many-worlds theory of time: that each in this crowded tree. Sometimes we brush against
with them. Dwarves cling to the idea of the final forg- choice, decision, or random happenstance occurs in other branches and see what could have been, or
ing. Some gnomes believe that reality will wind down all the ways it can, with each variance splitting off against twigs that have grown longer than ours and
like an untensioned spring, while others are sure that a different world. Most people experience only one see what might be, and these moments are called
the world will explode if they don’t improve its design. such world, but all the others exist. They branch ever prophecy. This tree has grown tall and branched far,
Each dragon has its own notions regarding the outward as infinite different timelines—some barely but it cannot bear all its weight forever. It will even-
end of the world, but many of these creatures believe changed, some vastly different. tually collapse into a disordered heap of different
in something they call the convergence. When more Convergence is the belief that this world-tree branches, and everything will jumble together and
than one dragon shares such a complex belief, it’s an must collapse one day. Sages of time have all kinds become as one. This is convergence.
idea worth paying attention to. of esoteric reasons for believing it could, but the Some say the Rod of Convergence is a crack in the
Convergence is the theory that the world ends not functional analogy is this. From the seed that was world-tree’s trunk made manifest. Its powers bring
in catastrophe but in a broad collapse of all things the start of all creation, a tree has grown. We cling alternate histories and present days closer together,
into one plane—and perhaps into one place. It stems to one small twig of one small branch somewhere and a version of the rod might exist in every different
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It’s About Time
timeline. A few sages who have studied the rod sug- Negative Convergence Table to have traveled to her own place of burial after death.
gest that it is not merely an artifact of the world-tree, 2d4 Effect Known among those who study time as Mirim, she
but is a method of propagation. It is moving through 2 Enslaved—The creature is dominated by you (save dug up her own bones and worked magic on them,
world-branches, crossing infinite worlds until it ends). drawing out the memories of her life and using them
reaches the edge of the world-tree, where it will fall to 3 Cursed—The creature gains vulnerable 5 to all as a guide for mapping out the moments to come.
the formless soil below and sprout a new world-tree. damage (save ends). In her times of greatest need, Mirim could snap the
In time, that new tree’s branches will entwine with 4 Befuddled—The creature takes a –2 penalty to magic bones she crafted and summon herself to her
and support those of our own world-tree, preventing attack rolls, ability checks, and skill checks (save own aid.
the collapse of both through mutual strength. ends). Since then, no others have mastered time travel
5 Pained—The creature is slowed (save ends). to the degree necessary to procure their own bones
Rod of Convergence Epic Level 6 Conflicted—The creature is dazed (save ends). and enchant them. Instead, adventurers continue
This relic changes shape when you wield it, from a thumb- 7 Exhausted—The creature is weakened (save ends). to find the Selfsame Bones and are overcome with
thick wooden haft studded with crystals, to a bronze scepter, 8 Disintegrated—The creature takes ongoing the sensation that the bones feel strangely familiar.
to a dozen other forms besides. 15 damage (save ends). Aftereffect: Ongoing 5 Selfsame Bones do not reveal their working through
Artifact: Implement (rod) damage (save ends). magical analysis, but rumor and research can reveal
Enhancement Bonus: +6 to attack rolls and damage rolls their power.
Critical: +6d8 damage Positive Convergence Table In the absence of mages making these macabre
Utility Power F Encounter (Free Action)
2d4 Effect artifacts for themselves, someone else—somewhere
Trigger: You miss with an attack.
2 Rested—The creature gains the benefit of a short and somewhen else—is creating these one-use talis-
Effect: The triggering attack hits instead.
Utility Power F Encounter (Free Action) rest. mans and leaving them for their owners to find.
Trigger: An attack hits you. 3 Resistant—The creature gains resist 5 to all
Effect: The triggering attack misses instead. damage until the end of 1d4 of its turns. Selfsame Bones Epic Level
Utility Power F Encounter (Free Action) 4 Skilled—The creature gains a +2 power bonus to The bones of an index finger have been lacquered into a
Trigger: You or a creature you can see makes an ability attack rolls, ability checks, and skill checks until beckoning curl. When you break them, the bones release the
check, a saving throw, or a skill check, and you dislike the
the end of 1d4 of its turns. magic of your own past.
result.
5 Quickened—The creature gains a +2 power bonus Artifact: Consumable
Effect: Change the result to a success or failure.
to speed until the end of 1d4 of its turns. Utility Power (Summoning)F Consumable (Standard
Utility Power F Daily (Standard Action)
6 Hardened—The creature gains a +2 power bonus Action)
Effect: Choose one creature you can see. You merge that
Effect: You summon a duplicate of yourself from an alterna-
creature with a version of itself from another timeline. to all defenses and a +5 power bonus to saving
tive timeline. This duplicate appears in an unoccupied
Roll on your choice of the Negative Convergence table or throws until the end of 1d4 of its turns.
space within range. It is an ally to you and your allies. The
the Positive Convergence table. 7 Aware—The creature gains truesight 5 until the duplicate possesses your equipment and has your statis-
end of 1d4 of its turns. tics after you take an extended rest. It has its own actions
8 Vivified—The creature gains regeneration 15 and takes its turn just after you in the initiative order.
until the end of 1d4 of its turns. Your duplicate can use any power that you know,
expending those powers as normal. It can use the
bonuses and properties of your magic items but can’t use
Selfsame Bones magic item powers. The duplicate lasts until you dismiss
It’s unfortunate for the stewards of graveyards and it as a minor action or until the end of the encounter.
If the duplicate drops below 1 hit point or uses a daily
crypts that the residents of those places are so valu-
power, it disappears and you lose a healing surge (or hit
able to the practitioners of magic. The creator of the points equal to your surge value if you have no surges left).
first of the artifacts known as the selfsame bones is said
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It’s About Time
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Character
Themes:
River Rat
By Jeff Morgenroth
Illustration by Jason Juta
More T han
S coundrels
Crime is an inescapable reality of life around a city’s
wharves and is the primary element for the origins
and motivations of many river rats. The lowest river
TM & © 2013 Wizards of the Coast LLC. All rights reserved.
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River Rat
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River Rat
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River Rat
River Rat’s Gambit River Rat Attack Optional Powers River Rat Quack River Rat Utility 6
You retaliate ferociously when wounded, risking your own Much of a river rat’s success comes from a zesty Because of your shifting body language and fast talk, your
skin in the process. foe has difficulty reacting to your actions.
attitude toward life. Sometimes playful, sometimes
Encounter ornery, this boisterous persona almost always gar- Encounter
Standard Action Minor Action Close burst 5
ners attention—including from the river rat’s enemies.
Requirement: You must be bloodied. Target: One creature that can see and hear you in
Target: One creature
Most will delight in hobnailing cheeky hoons from the burst
Effect: You use an at-will attack power against the tar- time to time, but when the going gets really tough, a Effect: Make a Bluff check to gain combat advantage
get. If you hit, you deal the target 2d6 extra damage. If true river rat proves an unexpectedly tenacious and against the target. If you succeed, you also provoke no
you miss, you take 1d6 damage. dangerous adversary. opportunity attacks from the target until the end of
Level 11: 3d6 extra damage; 2d6 damage if you miss. your next turn.
Level 21: 4d6 extra damage; 3d6 damage if you miss. Level 2 Utility Power
Like most low-born ghetto dwellers, river rats can Level 10 Utility Power
Additional Features easily go unnoticed, but this is rarely their first incli- The toughest river rats gain reserves of strength
nation when in danger. They’re feisty, preferring to through their defiance. Unafraid of going toe to toe
Level 5 Feature dig in and grit their crumb-crushers rather than with larger foes, a wounded river rat relents only
scamper away—especially when they have allies. when the opponent is face down at the river’s edge.
If there’s one thing a river rat loves, it’s an opponent
flexing its muscles, which isn’t so much a threat as
River Rat Tactics River Rat Utility 2 River Rat Cheek River Rat Utility 10
an invitation. The river rat is glad to respond to his
When it counts, you know how to take advantage of any When the odds look bleak, you smile and double down on
opponent’s display with one of his or her own, which
opening you find. your trash talk.
usually involves a briefly raised eyebrow, a painful
Daily F Stance Daily
low blow to the vitals, and a snarky insult. Do you
Minor Action Personal Free Action Personal
take these challenges with a puffed chest and an Trigger: You are bloodied by an attack.
Effect: You assume the river rat tactics stance. Until the
open invitation to “try it one more time,” or do you stance ends, you have combat advantage against any Effect: Until the end of the encounter, you gain a +1
feign weakness for a split second before showing your enemy that is adjacent to one or more of your allies. power bonus to all defenses and a +1 power bonus
opponent how much you enjoy this kind of stuff? to saving throws. Whenever an attack misses you or
Benefit: Your power bonus to Streetwise checks Level 6 Utility Power you succeed on a saving throw, you gain temporary hit
and Bluff checks increases to +2. In addition, when points equal to 3 + your Charisma modifier.
Although you might use your slang to swindle gullible
you use river rat’s gambit, if you miss with the attack, townsfolk, you can also use it to confuse an adversary
the power is not expended. About the Author
in a fight, making the foe second-guess your intent. Jeff Morgenroth is a regular contributor to Dungeons &
Gestures and body language are also part of your Dragons Insider. His recent credits include Ecology of the
Level 10 Feature communication. Using misleading hand signs, falsely Neogi (Dragon 427) and Into the Unknown: The Dungeon Sur-
River rats are happily acknowledged as the toughest, placing your body weight, or flicking your eyes from vival Handbook.
scrappiest, and longest-surviving of all scoundrels. side to side can confuse opponents who don’t under-
Like a rat that somehow escapes every trap, you have stand or even use language.
proven that you can get out of dire situations time
and again.
Benefit: When you grant combat advantage to
enemies, they do not gain the bonus to attack rolls
against you.
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The Harpers
of Waterdeep
By Erin M. Evans
Illustrations by Ralph Horsley and Matias Tapia
“To be a Harper is to sacrifice a part of yourself for the Upheaval began, prior to the Spellplague, the Harp-
greater good—to be the pebble in the charger’s path, the ers’ numbers were at their highest. Harper agents
knife that frays the hangman’s rope, the barking dog that roamed throughout Faerûn and even beyond, main-
draws the hunter’s eye. We do not act for glory, but for the taining a balance of power that kept the wilds and the
good of all.” cities safe, the sacred places protected, and tyranny
at bay.
Those who claim the title of Harper come from many But the Spellplague and the ensuing “Wailing
walks of life and aid the organization in a thousand Years” left the Harpers decimated. Many died, and
different ways. In some aspects, the Harpers of others vanished entirely. Those who survived were
Waterdeep are no different than Harpers have always cut off from one another, so they focused solely on
been. Like the legendary Harpers of Shadowdale, the perils that menaced their homes and neighbors.
they are cautious actors, planning every move. Like The cell known as the Harpers of Luruar was all
the long lost Harpers of Berdusk, they do not shy that remained of the Harpers living in the North,
away from danger and they maintain a firm organiza- near Everlund’s Moongleam Tower. Once the Harp-
tion. But like no one else, the Harpers of Waterdeep ers would have kept a close watch on all the evils
bring the skills of infiltrators, spies, and assassins to and powers that threatened the fragile stability of
the side of what’s right. the North—such as Many-Arrows’s fractious peace,
Luskan’s chaos, and Neverwinter’s repeated catastro-
H istory phes. But the Harpers of Luruar no longer had the
resources to focus on any issue except the most direct
Over the centuries, the fate of Faerûn has more than threat—Returned Netheril, the city of Shade.
once fallen into the hands of the semi-secret organi- Netheril’s reach grew as the ancient city sought
zation known as the Harpers. The group’s history is to become an empire once more, and the Harpers of
shrouded in myth and legend—lore insists that it was Luruar became less the meddlers and watchers that
founded alongside Myth Drannor, the ancient elven the folk of Faerûn had thought them to be, and more
city. The Harpers’ strength has purportedly waxed an actual insurgency. By 1475 DR, the Harpers of
and waned throughout its existence—at times enough Luruar had managed, by a thousand cuts, to bleed
to battle the gods themselves, at other times, hardly a little strength from Shade without being caught.
enough to keep its members united. When the Era of Some argue that without the efforts of such Harpers,
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The Harpers of Waterdeep
Netheril would have overtaken the High Forest and scrolls and smaller books containing said information yearns to learn more of the new and changing world
areas beyond long ago. almost instantaneously on a nearby shelf. The book for its own benefit. More than one neophyte Harper
As time went on and the situation improved, more is kept hidden within a Harper safe house in Water- caught lingering too long over its changing pages has
prospective agents found their ways to Moongleam deep. Though the Harpers who know of its existence been summarily sent away, far from the book’s reach.
Tower, hoping to sign up—particularly career spies agree that its use is a last resort, the process of turning
from other private groups that had lost their patrons
and their contacts. While not everyone was suited
knowledge to writing is painless. It’s the book they’re
worried about—the artifact is undeniably wicked and
T he H arpers of
to the Harper cause, the organization’s once piti- Waterdeep Today
ful ranks began to swell again, and the reach of the
Harpers grew. While the taint of corruption still lingers over the
But these new Harpers brought with them ene- Harpers Across Faerûn Harpers of Waterdeep, the execution of the Fisher
mies of their own. Who could focus solely on Shade and his web of traitors, coupled with a strong recruit-
The Harpers of Waterdeep are not the only
when the Abolethic Sovereignty seeped from the Far ing effort, has revitalized the organization. By 1486
group using the Harper name. In many other
Realm, when Thay gained more undead every day, DR, the Harpers of Waterdeep possess a network
locations, Harpers operate with no connection
and when the Warlock Knights of Vaasa crushed of agents whose reach hearkens back to that of the
to the Shepherd and his flock.
their peasantry underfoot? The organization was Harpers of old. But unlike the Harpers of yesteryear
While the Spellplague sundered the origi-
growing too fast in scope—and that divided focus and those based elsewhere, the organization here
nal organization into concerned folk scattered
allowed corruption to set in. cannot count Chosen among its ranks. As the world
across the continent, the hope of returning the
The first identified traitor was Waterdeep’s own descends into chaos with the advent of the Sunder-
Harpers to their former glory has never died.
spymaster—a man called Aron Vishter. Vishter—or ing, the Harpers of Waterdeep must rely on a stricter
Many feel that the Harpers who have returned
“the Fisher” as he had long been called—was taking organization than they once used to keep information
to Cormyr and the Dales are the spiritual succes-
coin from the Zhentarim to send Harper agents on flowing and agents coming home.
sors of the Harpers of old, but their methods do
missions that would benefit those old enemies. Worse The Harpers here have reorganized along their
not sit well with Tam Zawad. He feels that Storm
still, he was consigning other agents to death to keep old lines. A coterie of High Harpers leads the group,
Silverhand’s open recruitment puts too many
the Harpers out of certain areas. One of his own meeting infrequently, but regularly communicating
innocents into danger. Too many recruits believe
agents named Tam Zawad (called “The Shepherd”), by using secret messages both magical and mundane.
in the Code of the Harpers but lack the training
a colleague from his days before the Harpers, finally Several spymasters work with the High Harpers,
for spycraft. Tam has discouraged his agents
caught Vishter and brought him to justice. The High taking charge of agents and directing regional efforts.
from using Storm’s network connections, but
Harpers of Everlund elevated Zawad to Vishter’s posi- When spymasters or High Harpers are unavailable,
in times of trouble, many have chosen to ignore
tion and tasked him with rooting out the extent of a handler typically aids the agents in their work.
this request. They know full well that should
his former superior’s treachery by any means pos- Handlers might be agents, or informers temporarily
anything go wrong, they not only will have an
sible. Thus, although Everlund remains the heart of elevated to a new status, or injured or even “retired”
earful from Tam Zawad, but they will also have
the Harpers organization, in many ways their seat of Harpers dragooned back into service. In addition to
to make amends to the fallen Harper’s survivors.
power has shifted to the City of Splendors. the agents who actually carry out missions, the Harp-
If Storm Silverhand has any opinion at all about
ers take advantage of a network of sympathetic folk
Tam Zawad, she hasn’t articulated it.
who provide information, supplies, or bolt-holes to
The Book of Tarchamus More information on other cells of Harpers
can be found in Ed Greenwood’s “Eye on the
hide in for a night.
The Book of Tarchamus is a powerful magic artifact—
Realms: Whispered Words,” in Dungeon 188.
a tome imbued with the consciousness and memory
of an ancient Netherese arcanist. It has the ability to
absorb knowledge from all who touch it, producing
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The Harpers of Waterdeep
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The Harpers of Waterdeep
intelligence is secretly a member of the Eldreth results in Tennora frequently carrying messages from the knee. Now her keen eye and memory for faces
Veluuthra, a violent group of elf supremacists who the Harpers to the Masked Lords—although whether serves Tam Zawad well, because she stands as the
seek to exterminate humans. But when he mentioned the messages reach anyone except Nazra Mrays is not gatekeeper for the hidden rooms that make up the
this suspicion to Daranna, she ignored him. Some- clear to Tam Zawad. Tennora is seldom seen outside Harper safe house. This inn has been the Harpers’
thing else is definitely going on. the Harper halls without one of her bodyguards—a secret hideout for nearly a decade, but recently the
fierce Tethyrian woman and a soft-spoken half-orc. High Harpers have been debating relocating it.
Lady Tennora Hedare Tennora faces an unenviable task—keeping com- Nera’s past is far behind her, but of late she’s found
The niece of the current Lord Hedare, Tennora is an munications open between two groups who value unusual symbols carved into the fence around her
attentive and mannerly noblewoman who was brought their secrecy. In particular, because Open Lord Nev- tavern—and they’re not the Harpers’ symbols. She
into the Harpers by Vescaras Ammakyl. Although erember’s campaign in Neverwinter conflicts with can’t recall seeing any of them before, but the pos-
she is a lady of Waterdeep, she has also trained as a the Harpers concerns that the city is too overrun with sibility that one of the Open Lord’s old enemies has
wizard—and less formally as a thief. More recently, she threats to save, Tennora is looking for ways to achieve found her is one she’s particularly concerned about.
has studied with Nazra Mrays, a prominent merchant both groups’ goals. Adventurers coming from Never-
and secret Masked Lord of Waterdeep. This contact winter might have information she could use. Bargewright Inn and
Feston Bargewright
Street-Eyes, Bases, Goodman Feston Bargewright is the current owner
of his family’s storied, eponymous tavern just a few
and Support days north of Waterdeep. In addition to running the
Agents of the Harpers can take the fight only so far inn, Feston serves as guardian for the portal that lies
without aid. Safe houses need running, villains need hidden in the cave under the building’s foundation.
watching, and agents need healing, care, and coin. Any agent needing to use the portals can show his
Plenty of people within the organization aren’t field tattoo to Feston and, after a brief, coded exchange, get
agents, but the Harpers would collapse without them. the key to the room that leads to the portal—as well
as information about the portal’s general behavior of
The Harper Hall and Nera Harldrake late. Named after his ancestor who first fortified the
The Waterdhavian base of the Harpers is hidden inn, Feston enjoys the excitement of carrying on this
within a pubic inn and tavern called The Beholder’s secret connection, but he is fearful of the portal, con-
Lament, which is located in the Trade Ward of Water- vinced that it will malfunction one day and devour an
deep. It is neither the nicest inn (those who want agent. The portal currently connects the Bargewright
someplace pleasant to stay can choose from plenty Inn with several locations—including Noanar’s Hold
of better inns close by) nor the shabbiest (those who at the edge of the High Forest and Everlund.
want a cheap, dirty place where no one will bother Feston has good reason to be worried. The elderly
them wouldn’t stay here). Forbiddances that prevent woman who guards the portal is actually a tiefling
enemies of the Harpers from successfully spying pro- descended from night hags, and neither Feston nor
tect many of its rooms. the previous portalkeeper have any idea that she
To all who enter the Harper’s secretive refuge might have connections to the Abyss and beyond.
in Waterdeep, Nera is nothing but a gruff tavern-
mistress—the sort adventurers can find in any town Thort’s Findings and Undevvur Thort
across Faerûn. In truth, Nera was once a spy in the This curiosity shop in the North Ward of Waterdeep
service of the Open Lord, until she took an arrow to resides in the head of what was once one of the famed
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The Harpers of Waterdeep
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Ecology
of the
Kruthik
By Tim Eagon
Illustrations by William O’Connor and
David Griffith
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Ecology of the Kruthik
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Ecology of the Kruthik
Nesting Warrens
The first thing a kruthik hive does when it locates
to a new region is build a nest. Kruthiks favor large
underground chambers or caverns, especially those
suffused with supernatural energies. Anything con-
nected to the Nine Hells draws them like a moth to
a flame. This attraction to the supernatural is why
they can often be found in ancient ruins. After the
hive has located a suitable site, half the hive expands
its new home by digging a warren of interconnected
chambers and tunnels, while the other half hunts
for food. Kruthiks aggressively defend their territory,
especially the nest’s hatchery and food stores.
Kruthiks don’t purposefully hoard treasure, but
slain creatures might be dragged back to the warren
along with their gear and valuables. Interesting or
shiny objects can briefly hold a kruthik’s attention. A
curious kruthik might bring such objects back to the
nest only to discard them later. Enterprising treasure-
seekers can find a small fortune among the debris in
a warren.
Communication
Kruthiks communicate with each other using a com-
plex series of insectlike chitters and reptilian hisses,
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Ecology of the Kruthik
dominant hive lord dies, the oldest kruthik in the can use them to create lightweight yet durable armor enslave the creatures for short periods. Ideally, the
hive immediately assumes leadership. If such a and shields. After a hive abandons its nesting war- wielder dominates a hive lord and then uses it to con-
kruthik is not a hive lord, its metamorphosis is likely rens, surviving neighbors repurpose the abandoned trol the rest of its hive. The drawback to the rod is that
to occur soon after it takes a leadership role. tunnels left behind, which are often large enough psychic emanations of the device can enrage nearby
When two hives cross paths, the hive lords engage for human-sized creatures to comfortably navigate. kruthiks, drawing them to attack with great ferocity
in mortal combat while the other kruthiks watch Explorers long ago noticed the kruthik attraction to and cunning.
impassively. The victor devours its rival’s corpse and supernatural energies, so some adventurers use a
assimilates its hive into its own. (A hive ruled by an migrating hive as a mobile divining rod. Others take Rod of Kruthik Command Heroic Level
adult is assimilated.) A hive welcomes its new mem- advantage of kruthik sensitivities to vibrations to try This spiky, red-veined obsidian rod resembles the scythelike
bers by rhythmically striking their claws against the to predict earthquakes and cave-ins. forelimb of an adult kruthik. When you grasp it, the enraged,
ground in unison. Given the sounds’ dreadful impli- alien thoughts of a reptilian mind flood your own.
cations, denizens of the Underdark consider such an
echoing cacophony to be an ill omen.
Breeding and Artifact: Implement (rod)
Enhancement Bonus: +2 to attack rolls and damage rolls
Controlling Critical: +2d8 damage
U nderdark E cology
Properties
K ruthiks F Any kruthik within 20 squares of this rod can sense it
and its exact location. While you carry or hold the rod,
Inhabitants of the Underdark wisely fear kruthiks, any kruthik that can sense the rod can also sense you and
The diabolic secrets of creating kruthiks were lost to
and even much more powerful creatures regard them your exact location.
the mortal world after the fall of Bael Turath. Alloces
as dangerous pests. The kruthik reputation is well F While you hold this rod in hand, you are immune to
has not deigned to share his methods with anyone kruthiks’ gnashing horde aura.
deserved. If left unchecked, a ravenous kruthik hive
since. These facts haven’t stopped would-be conquer- F While you hold this rod in hand, any kruthik within 10
quickly destroys its neighbors, and kruthik burrowing
ors from trying to breed their own monstrous armies. squares of you considers you to be its ally until you or
can seriously weaken structures.
In particular, duergar and hobgoblins have repeat- your allies harm it or another kruthik it can see.
Underdark communities that survive a hive’s
edly tried and failed to create their own kruthiks. F While you carry or hold the rod, you grant combat
initial onslaught sometimes hire adventurers to exter- advantage to kruthiks.
Today, those interested in commanding kruthiks
minate or drive out the creatures. After a certain Utility Power ✦ Encounter (Minor Action)
seek to recover the Turathi artifacts that enabled the
percentage of a hive is killed, the survivors abandon Effect: You activate an aura 2 that lasts until the end of
tieflings to control the ornery beasts. The Fell Court,
the nest. These kruthiks leave eggs and cocoons the encounter. Any kruthik ally in the aura deals double
a cabal of tieflings based in the Nentir Vale, is dedi- damage with its basic attacks.
behind, so would-be exterminators must make sure
cated to controlling the legacies of Bael Turath. Their C Attack Power (Acid) ✦ Encounter (Standard Action)
that all such leavings are destroyed, lest a new threat
diabolic masters have already granted them domin- Attack: Close blast 3 (creatures in the blast); your level + 2
emerge a few days later. (up to +12) vs. Fortitude
ion over the area’s felldrakes, and now they seek the
Because kruthiks can’t abide the sulfurous smell Hit: One-half your level + 5 acid damage, and the target
means of controlling kruthiks. The Court’s agents,
of their own dead, there’s a thriving market for their takes ongoing 5 acid damage and is weakened (save ends
usually dupes, scour the realm for one of the lost Rods
ichor and body parts. Settlements threatened by a both).
of Kruthik Command. Miss: Half damage.
hive often smear the foul-smelling stuff on the walls
These minor artifacts were another gift from R Attack Power (Charm) ✦ Daily (Standard Action)
and floors of their buildings to keep kruthiks at bay.
Alloces. Using his dark knowledge, Turathi warlocks Attack: Ranged 10 (one kruthik you can see); level + 3 (up
The potency of this ichor is such that a single treat-
created the first rods by petrifying kruthik hive lords, to +13) vs. Will
ment lasts only a day or two. Hit: The target is dominated for 24 hours.
binding their still-conscious minds to their obsid-
The more resourceful inhabitants of the Under- Miss: This power is not expended.
ian bodies, and then amputating their forelimbs and
dark have found ways of turning kruthiks to their
shaping them into a wieldable form. Besides offering
advantage. Armorers covet kruthik chitin. When
protection against kruthiks, these rods can magically
such plates are properly treated, a skilled craftsperson
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Ecology of the Kruthik
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<<1/3 V; ID 150720 >>
Whispered words are racing across Faerûn of some- things—usher in a new prosperity and lasting peace
thing called the Three-Headed Helm. A cult, some to a restored Realms in which justice and vigilant
say; a secret society, according to others; or some fell guardianship against marauding monsters and law-
ruler’s attempt to unite adventurers, brigands, and less ones will keep most folk safe and secure, so they
outlaws alike into an army to be flung against the can devote their efforts to making daily life better
gods alone can guess which realm. for all. Those right things include, in the days and
Certainty is nowhere to be found, and muttered months just ahead, some covert actions against cor-
rumors run rampant. Those who claim to be of the rupt authority and those who exploit and overtax.1
Threefold Helm or speaking for it consistently use the The rival opinion is that the Three-Headed Helm is
phrase “New Aid for Adventurers.” a secret society, led by monsters who conceal their inhu-
But what does that mean? What is the Three- manity behind closed-visored helms and full suits of plate
Headed Helm, really? armor,2 that seeks to weaken human realms everywhere
Some kings are sending forth veteran agents to find so their rulers can be overthrown, their lawkeepers deci-
out—capable men, women, and monsters who’ve killed in mated, and monsters can hunt and despoil at will.3
royal service before and are swiftly ready to do so again. Although these two beliefs are heard elsewhere
in the Realms, they have competition in those other
Wild Rumors regions—particularly along the Sword Coast, where
other rumors insist that guildmasters everywhere (or
In Thesk, Impiltur, and the vicinity, persistent just certain specific ones) have secretly entered into
rumors promote two warring beliefs about the league with dissatisfied nobility (or exiled former
Three-Headed Helm. nobles, or both) to bring down current rulers every-
One holds that it is a cult, a new religion that where (or just in this or that specific land), to supplant
exalts warriors who serve its mysterious leaders them in a “New Rule” with common trade-laws, a
(whose faces are always hidden behind closed-visored “Code of the Road” that will increase trade and lead
helms), and that those leaders venerate “Risen Helm” to greater prosperity for all.4
who will—if his loyal and true worshipers do the right
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The Three-Headed Helm
A new, rival set of rumors centers on the belief that Waterdeep) noble House of Zoar; the grandson of a this third founder is Blackcowl—and various society
the Helms are cruel tyrants from Abeir or some other, bastard son of Azoun IV; and a fugitive from justice members have heard that Blackcowl is either a man
rival world beyond our knowing, who have taken in Amn, a doppelganger now posing as a human her- or a woman.11
advantage of the chaos across Toril to flee their own maphrodite, “Ember Hawklaeros.” These three are All of the Helms see wizards and those who wield
place, where they are hated and hunted, and find new now a firm family unit, a quasi-married trio who stick magic items as personal threats. So they agree that
slaves to oppress here. Some rumors insist they are together and ruthlessly eliminate all threats to them wizards must be slain or discredited whenever pru-
cannibals, who want to roast and eat the most suc- and their plans. dently possible, and magic items end up in the hands
culent humans or halflings, or just young females, or Andrethra Zoar is a short, slender, dark-eyed of the Three Helms or—on an as-needed, mission-
only males.5 woman with ankle-length black hair and a quiet, by-mission basis—a handful of their most trusted
serene manner. She is a sorceress of accomplishment Gauntlets.
What Elminster Knows and an ever-increasing collection of seized magic
items—and is also a calculating schemer who’s always
The Helms want no large armies to exist in the
Realms, but rather many small mercenary bands, so
The Sage of Shadowdale finds all of these rumors prepared for trouble, from the lockpicks hidden no king can become emperor and no huge invasions
“inevitable, and even entertaining in a fearmon- in her hair and the belt-pouches of pepper ready can occur. Wars should be a series of small skir-
gering, nasty way,” but says the truth about the to throw into the eyes of foes to elaborate escape mishes. Guilds, nobility, and caravan costers co-opted
Three-Headed Helm is far more mundane, yet poten- plans and prepared sequences of spells.8 Elminster to hammer out agreements for the common use of
tially just as perilous for law and order across the described her as “ruthless and paranoid.” To lesser roads, ports, bridges, and fords, out of self-interest. All
Realms. members of the society, she’s known as Unicorn. of these elements will make rulers (above the level
The Threefold Helm, Elminster insists, is no more Malatchan Stornar is a terse, stoic fighter and of mayors) largely unnecessary—so they can be made
nor less than a newly founded secret society that weaponsmaster who’s also made a living as a scriv- and kept largely powerless. An ideal king is a sort of
heals and rescues and provides shelter, banking 6, ener and bookkeeper. He faces whatever comes his “high judge” to decide disputes between powerful
and hidden refuge services for adventurers (of every way in life, ready to fight and defeat it; he owns a vast persons, and nothing more.
stripe, race, and scruple)—in return for the adven- collection of weapons, and has trained with all of
turers providing temporary fighting services on the
society’s behalf.
them. His father was Lorantar Stornar and his grand-
father was Orlongmaen “Longmane” Stornar, one
The Gauntlets
The society is run by a small, motley group of of the eldest illegitimate sons of Azoun IV (fathered Beneath the three Helms are their “Gauntlets,” just
embittered bastard royal offspring and dispossessed before Azoun was out of his twenties).9 Lesser society under a score of strong-willed former nobles who are
former ruling houses from all over the Realms.7 They members know him as Tallknight. the active backbone of the society. Of these, some
want all governments weakened, and they want “Ember Hawklaeros” was formerly Istlavan Cheth- serve more as spies, sponsors, and provisioners, and
adventurers to serve as a counter to lawkeepers and merender, a priest of Cyric in Athkatla whom the a few aren’t overly trusted by the Helms—but seven of
governors everywhere to discourage arrogance, cor- doppelganger had secretly murdered and replaced. them seem staunchly loyal and are treated as such by
ruption, and highhandedness. Arrested for certain thefts done by the real Chethme- the three founders.
In the short term, this means they want adventur- render, the doppelganger escaped by shifting shape These most trusted Gauntlets, in ascending order
ers to aid outlaws, raid government coffers, and strike to escape manacles and slip through the bars of a of seniority (or proven trust) are “Nightcloak,” the
at government agents. Which will, of course, earn all dungeon cell—but was seen doing so, and had to flee gleeful killer Claedrem Bleth (of the exiled Bleths of
adventurers a certain less than savory reputation. a band of on-retainer adventurers who were ordered Cormyr); “Red Glove,” his older cousin Malaskarados
to hunt down and slay it.10 The doppelganger Ayertros Bleth (a consummate actor who can easily feign a
The Three Helms is a cunning, patient skulker who is truly devoted to royal heritage); “Silverpike,” a bitter but elegant half-
elf, Halaunce Starym (scorned by most for being a
The three founders and leaders of the society are Cyric (it’s why the creature took the place of Cheth-
merender) and the spreading of strife. To the society, Starym, and scorned by the Starym for his half blood
an embittered daughter of the long-outcast (from heritage); “Scornstag” or more properly Skarandros
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The Three-Headed Helm
Pelmarr, a former self-made king of Emdlringh, a 3. The farther one travels from Thay, in this region, 8. Andrethra is a keen student of Waterdhavian
now-vanished eastern Border Kingdom; “Onestar,” the more one also hears that Thay is behind this, seek- history, and she, her father, and her now-dead older
who is really Ruthtryn Gildeggh, of the exiled Water- ing to weaken surrounding lands so they can more brother all covertly entered the City of Splendors
dhavian noble House of Gildeggh; “Horntal,” who is easily be conquered, and their citizens enslaved. many times, under a variety of assumed names, to
Dannathaera Goldsword, of the exiled Cormyrean taste the life of the city (up to and including noble
noble House of Goldsword; and “Boldstone,” who is 4. Moreover, runs this rumor, such a Code will revels), and in Andrethra’s case, to identify minor sor-
Shevrathla Orgaunt, of the exiled-in-absentia rebel make travelers everywhere safer, because they can cerers she could murder and rob.
noble House of Orgaunt (of Arabel, in Cormyr). trust in local laws and treatment more than they
The Gauntlets operate separately, and they take can right now, where outlanders usually fall under 9. The mother was the beautiful Alyendra Mor-
care to learn and use only assumed nicknames of immediate suspicion when local crimes occur. So lindar, who passed Azoun’s child off as the offspring
their fellow members of the society, so if any are if you’ve ever wanted to see the splendors of this or of her union (made in haste, after her dalliance with
ever captured and tortured, the roster of the Three- that distant place, but not dared even set foot outside Azoun) with Orlund Stornar, of the self-styled noble
Headed Helm can’t be yielded up. To reinforce this your own town . . . House of Stornar of High Sembia (the countryside
recalcitrance, Andrethra Zoar casts spells (of her own immediately south of Yhaunn).
devising) on their minds, that twist and inhibit their 5. One belief heard in the vicinity of Scornubel
memories of some faces and names.12 and Iriaebor is that the Helms are “Elder Illithids” 10. Slaughtering this persistent band of adventurers,
from “the place illithids originally came from,” who Haldivar’s Bold Shields, was one of the first things the
want to devour not just human brains—but entire Three Helms did together, after befriending each other.
Notes human bodies, “from topknots to toenails.” These
elder illithids intend to conquer kingdoms and turn 11. Most have no inkling that Blackcowl is a shape-
1. All of these quoted phrases come from the them into breeding farms of humans destined for illi- shifter or hermaphrodite, and think “Blackcowl” is
speeches of a hitherto-unknown human woman (tall, thid dining tables. Inevitably, an embroidering rumor two people, one male and one female, sharing the
fair-haired, and emerald-eyed), who calls herself “the whispers that these illithids have recruited the drow office or role. The other two founders of the society
Herald of Risen Helm” and wanders the region preach- to be their conquering armies, and the day will soon believe that their beloved Ayertros is a hermaphro-
ing in full plate armor. If anyone tries to attack or detain come when the Dark Ones will boil up out of the dite, not a doppelganger.
her, plate-armored guardians rush out of hiding, their Realms Below to butcher and enslave.
features hidden behind closed visors, to defend her and 12. Lesser members of the society, below the
bear her away. On at least one occasion, she and her 6. Not just safe storage of treasure, but loans (at Gauntlets, are styled “Eyes,” and they learn the faces
guardians vanished in seemingly impossible circum- reasonable rates) to pay off debts and fines. Yet as and names of fellow members only when they need to
stances, apparently using magic to disappear from a Alaphondar the sage of Cormyr was fond of saying, so that they can work with them on specific tasks. If
blind-end alley they were pursued into. “Beware easy credit. It paves a downward road.” called upon to do anything murderous, they are soon
relocated to elsewhere in the Realms.
2. Some gossips believe the Helms are really 7. As Elminster put it, “far more rulers than the
clever orc lords, who have decided to pave the way for Obarskyrs of Cormyr and the Lords of Waterdeep About the Author
their Horde soon to sweep down from the North by have exiled nobles or stripped them of titles, lands, Ed Greenwood is the man who unleashed the Forgotten
sowing disarray and discord in the lands they intend and all. So the list of those who hate occupants of var- Realms setting on an unsuspecting world. He works in librar-
to invade. As one rumor put it, “We knew the orcs ies, plus he writes fantasy, science fiction, horror, mystery,
ious thrones and palaces, and want to get even, is long
would someday become as clever as men. Now they and romance stories (sometimes all in the same novel), but
indeed. From Amn and Baldur’s Gate to Tethyr and he is happiest when churning out Realmslore, Realmslore,
have, and their hordes will become truly dangerous, Ulgarth, the expelled and dispossessed are legion.” and more Realmslore. He still has a few rooms in his house in
rather than mere massed brutish onslaughts.” which space remains to pile up more papers.
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