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ISSUE 386 | aprIl 2010
A DUNGEONS & DRAGONS ® ROLEPLAYING GAME SUPPLEMENT
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®
CONTENTS
Features
HumansOFtHeWild
By Robert J. Schwalb
Humans can survive—even thrive—in virtually any environment. Learn how
some groups of hardy humans embrace a more rugged life.
37 ClassaCts: CleriC
By David Adams
Prophecy can be confusing to some, but a road to power for others.
41 ClassaCts: Warden
By Craig Campbell
The Coterie of the All-Spirit believes that all primal spirits and living
creatures are connected to one single, all-encompassing All Spirit.
14 underHandedandOverCOnFident
By Ari Marmell
Scoundrels are some of the most popular and fun characters of fiction and film.
Learn the ins and outs of playing this classic archetype at your game table.
45 ClassaCts: WarlOCk
By Mike Mearls
The Crimson Knights of Bael Turath were an elite fighting force in the days
of the lost empire—learn their battle secrets!
19 FamiliarPOWer: sOrCerers
By Arthur Wright
Any arcanist can engage the services of a familiar. See how sorcerers can
capitalize on their little allies.
49 ClassaCts: BarBarian
By Robert J. Schwalb
The True Born believe they must preserve the traditions of Nerath, despite
living in some of the harshest and most rugged of environments.
25 BazaarOFtHeBizarre: tHelegendOFdrizzt
By Eytan Bernstein
The characters from R.A. Salvatore’s popular novels have always used a plethora
of amazing magic items. Now they’re ready for inclusion in your game.
52 WinningraCes: CHangeling
By Matthew Hanson
Becomers so embrace a particular race that they often identify more as a
member of that race than their own.
34 ClassaCts: druid
By Ari Marmell
In places where the world is close to the Feywild, some primal spirits have
developed unique traits that druids can access.
5 OnCivilizatiOn’sFringes:
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55 WinningraCes: gOliatH
By Matt James
Some goliaths, captured from their mountain homes at an early age, are raised
to fight for masters other than themselves.
COlumns
58 WinningraCes: HalF-OrC
By James Auwaerter
Half-orcs, shunned by many, always find a way to survive. Some seek
inspiration in unexpected places, and pursue unexpected careers.
4
editOrial
64 CHanneldivinity: COrellOn
By Andrew Schneider
The Rose King, a powerful archfey and servant of Corellon, once led an
impressive force against the drow, and while he fell, his legacy continues.
77 amPersand
By Bill Slavicsek
Bill looks ahead at what’s in store for April
and beyond.
67 CHanneldivinity: seHanine
By Claudio Pozas
Sehanine rewards those who rely on themselves, and is the patron of lovers,
tricksters, and thieves. Learn more about the servants of this mysterious deity.
81 COnFessiOnsOFaFull-timeWizard
By Shelly Mazzanoble
D&D ’s “Player-in-Chief ” shares more of her
wisdom and insight.
85 d&dalumni
By Bart Carroll & Steve Winter
A look back at Dungeons & Dragons rules
through past editions.
73 POWerPlay: sHadOW
By Matt James
Assassins aren’t the only ones who can tap the power of shadow.
OntHeCOver
Illustration by Kerem Beyit
Dungeons & Dragons, D&D, Forgotten realms, Eberron, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.a. and other countries.
This material is protected under the copyright laws of the United States of america. any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. any similarity to actual people, organizations, places, or events
is purely coincidental. printed in the U.S.a. ©2010 Wizards of the Coast llC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
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e D I T oR I A L
386
HOW DO YOU
Dragon
Ap r i l 2010
Editor-in-Chief
Chrisyoungs
SPELL VICTORY?
Senior Creative Art Director
Jonschindehette
Web Specialist
steveWinter
Web Production
BartCarroll
Victory. elusive for some, inevitable for others. It’s the
ultimate goal, even for those who don’t acknowledge it. But
what does it mean? What defines victory for a bold group
of adventurers seeking fame and fortune while risking life
and limb in one deadly encounter after the next?
Is it fame? It’s possible. It’s certainly rewarding to
be recognized for your accomplishments, even if that
recognition comes courtesy of imaginary people in an
imaginary land. Fortune? The quest for treasure and
magical might can be compelling. Advancement? For
some, XP is the best reward.
or is it something that transcends these classic
definitions of victory in D&D? Is it something more
nebulous and ephemeral? Clearly, there is no single
definition, and I would contend that in some encoun-
ters—perhaps the best encounters—different players
come away feeling uncertain about whether they’ve
experienced victory at all.
Victory often has a bitter cost, something literature
and film realize to great effect. one of my favorite exam-
ples comes from a novel I try to re-read at least every few
years, The Count of Monte Cristo . (If you’ve never read it,
and worse, if you’ve only ever seen the 2002 version of
the film, do yourself a favor and pick up a copy.) In the
book, edmond Dantès, our protagonist, is betrayed by
his closest “friends.” He spends the rest of the book seek-
ing revenge on those who wronged him. His pursuit of
justice becomes so absolute, so singleminded, that he is
almost consumed. Without spoiling the book, in the end,
he finds his victory, but it isn’t what (or how) he thought
it would be.
Another great (and nerdier) example comes at the
end of <i> The Empire Strikes Back </i>. Han is frozen in
carbonite and shipped off to Jabba. Luke is almost dead,
nearly broken from his encounter with Vader, and sans a
hand. But the Rebellion survives to fight another day. So
victory, if not at hand (so to speak), remains possible.
D&D adventures, in contrast, often have very
black and white resolutions. When an outcome is bit-
tersweet, it’s often accidental. In a recent game I ran,
the characters were struck with a beat-stick combina-
tion of poor tactics and worse dice. one character was
dead, two others had accumulated two death saves, and
the remaining two characters had a combined 5 hit
points. Standing in for the monsters were one bloodied
elemental and two mezzodemons, one unbloodied. The
situation looked grim. I may have pulled some punches
toward the end and offered the characters—those still
standing—an alternative out. I don’t believe in punishing
a group for what amounts to poor luck.
After their near escape, as the survivors both
thanked their lucky stars and mourned a fallen com-
rade, I heard two distinct reactions. From one of the
two players with a surviving character, a sigh of relief
and a statement that he felt they’d done well, given the
circumstances. From the other, an outright statement
of failure. “We lost someone and we had to f lee. We
failed!” A sense of victory. A sense of defeat.
As for me? Victory. I felt satisfied, as if I’d just settled
in to a gluttony-induced, post-Thanksgiving food coma.
I loved that the players were conf licted about the out-
come. I love that, despite some of their misgivings, they
walked away still thinking about the session. I can’t wait
to run an adventure like this again, or to play in one.
The idea of sacrifice to gain victory is nothing new,
yet it feels strangely absent in D&D adventures. It
doesn’t need to be. I’m not advocating adventures that,
say, require a character’s death. I just believe that the
game has a place for more . . . thoughtful outcomes.
How about you? Share your stories of bittersweet vic-
tory, whether planned or not at dndinsider@wizards.
com , or over on the D&D Insider community page . Tell
us about the times you had to pay a cost for victory in
your campaigns, or when you ran a game as DM and
imposed a price for your characters’ success. We’d love
to hear from you!
Contributing Authors
davidadams,James,auwaerter,
eytanBernstein,CraigCampbell,
BartCarroll,matthewHanson,
mattJames,arimarmell,shelly
mazzanoble,mikemearls,Claudio
Pozas,andrewschneider,robert
J.schwalb,Billslavicsek,steve
Winter,arthurWright
Peterschaefer,stephenschubert,
rodneythompson
Developers
Editors
mirandaHorner
Cover Artist
keremBeyit
Contributing Artists
ericBelisle,tylerJacobson,Chuck
lukacs,WilliamO’Conner,sarah
stone,s.C.Watson
angelikalokotz,erindorries,
Christophertardiff
Publishing Production Specialists
Web Development
marka.Jindra
D&D Creative Manager
ChristopherPerkins
Executive Producer, D&D Insider
ChrisChampagne
Director of RPG R&D
Billslavicsek
Special Thanks
richardBaker,gregBilsland,micheleCarter,JenniferClarkeWilkes,
andyCollins,Brucer.Cordell,JeremyCrawford,Peterlee,mikemearls,
kimmohan,Calmoore,Peterschaefer,stephenschubert,matthewsernett,
rodneythompson,JamesWyatt
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ON CIVILIZATION'S
HUMANS
WILD
OF
By Robert J. Schwalb
Illustration by Tyler Jacobson
THE
Humanity is frequently described as an urban-dwell-
ing race—a people more comfortable behind town
walls and in bustling cities than they are creeping
through the forests or prowling the swamps. Good
reason stands behind this assumption. For one, their
empire’s ashes are hardly cool: The gnoll hordes
defeated King elidyr and his sons only a century ago.
Roads still crisscross the lands, towns once pledged
to the crown still stand strong, and the memory of
that great kingdom lingers in the minds and hearts
of its descendants. As well, one can’t understate the
dangers lurking in the wilds. Beneath its great forests,
hidden in the rolling hills, are the savage peoples,
the brutal orcs and cunning goblins, and countless
others besides. The old cities, whose names are lost to
legend, now hold vicious monsters, while the giants
stir in their mountain homes and dragons soar on
thermals in a world overrun with monsters beyond
imagining.
Yet as civilization recedes, it leaves behind people
not so willing to surrender their homes and lives to
the claw and fang. Thus they remain as they always
have in the lands in which they were born, passing
down their knowledge to each generation to follow in
the hopes of holding the patch of territory for which
they bleed and fight. Many different races make
their homes in the wilderness, from the elves in their
sylvan homes to the goliaths dwelling in mountain
fastnesses, but each seems suited to their lands,
having adapted long ago to the challenges they pres-
ent. Humanity, however, must learn the wild’s secrets
and master them in short order if they want to sur-
vive. It is a testimony to humanity’s adaptability that
they scratch out lives for themselves wherever they
go, from the punishing desert to the icy glaciers in the
far north. A remarkable race, they not only live, but
they thrive wherever they make their homes, proving
their grit and determination through the mere act of
making lives for themselves where any other people
would become extinct.
It is their story we tell. These “wild” humans reject
the comforts found in crowded urban centers for
the freedom and ever-present danger the wilderness
offers. These humans are a rugged folk, made tough
by the day-to-day challenges they face. Their lives are
hard, resources scarce, and enemies beyond counting,
but somehow, through ingenuity or luck, they not only
remain, but they thrive on civilization’s fringes.
TM & © 2010 Wizards of the Coast llC. all rights reserved.
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