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Elves


Design & Development

by Bruce R. Cordell

The Design & Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. We’ll not only give you peeks at what’s forthcoming, but also the “how” and “why.”
Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

A thousand birdsongs resound through the cool depths of the primeval forest. These ancient, virgin, and primary woodlands have never felt the metallic sting of axe or the unnatural heat of fire stoked so hot it burns more than detritus and undergrowth. Living, bark-wrapped pillars hold aloft layers upon layers of mounting canopy that filters the high sunlight through more hues of emerald and gold that could ever be imagined.
The secrets of the deep, old woods are closely guarded, and few know of the many wild things that walk amid the shadowed boles. Silver stags, wise hares, unicorns, butterflies the size of hawks, and tree owls who’ve survived a hundred or more winters shelter in the forgiving hollow of a grandfather pine.
Few indeed, but for the elves.
Most elves are wild, free forest-dwellers, guarding their lands with stealth and deadly arrows from high boughs. Though fey in origin, elves have lived so long in the world that they have become almost inured to its difficulties. Hardened by the unruly savagery of nature and seasoned by the hard lessons that orcs, humans, and other creatures of the world are only too happy to teach, elves have gone a different route than their cousins, the eladrin. Elves rely on hard-won intuition and senses tuned to an arrow’s point instead of reason, intellect, or debate as eladrin are more wont to do. However, like eladrins, they possess a pure hate for their shared distant drow relatives.
Elves are people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or even mournful tears. Elves possess a profound, intuitive connection to the natural world they inhabit, and often perceive things others have not the skill or aptitude to notice. They are inclined to impulsive behavior in preference to long deliberation, though they would say they prefer to act in the moment.
Elves, sometimes also called wood elves, wild elves, or sylvan elves, usually gather in tribes or bands composed of three or more families. These tribes are less concerned with relationships or lineages than with proven forestcraft and hunting prowess, and usually choose the wisest and most perceptive member of a tribe to lead. In very large tribes, this “elf chieftain” is instead described as an “elf king” or “elf queen.” However, in most tribes, even the lowliest member doesn’t feel beyond his station in speaking his mind to any other elf, regardless of station, up to and including the tribe’s leader.
Most elves revere the natural world, but they love forests most of all. They never cut living trees, and when they create permanent villages, they do so by carefully growing or weaving arbors, treehouses, and catwalks from living branches. They prefer the magic of the natural world to arcane magic. Elves are drawn to the worship of both the fey god Corellon and Obad-Hai, the god of the wild. Both spiritual and practical, elves embody the most peaceful and the most violent aspects of the natural world.

About the Author
Bruce Cordell is a D&D designer, but during his twelve years in the game industry, he has dabbled in miniatures, board games, collectible card games, d20 games, and more. Bruce has over a sixty listed credits to his name, including the Expanded Psionics Handbook, Libris Mortis, and Expedition to Castle Ravenloft. His body of work also includes three published Forgotten Realms novels (Lady of Poison, Darkvision, and Stardeep), with more on the way.

Encounter Design in 4th Edition


Design & Development

by Mike Mearls

The Design & Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. We’ll not only give you peeks at what’s forthcoming, but also the “how” and “why.”
Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

The encounter serves as the basic building block of a D&D adventure. In the old days, DMs used their experience, judgment, and sense of drama to build encounters. The 3rd Edition of D&D gave us challenge ratings and encounter levels. They were great tools, but they assumed that the party fought only one monster. In 4th Edition, we’re doing things a bit different. We’re shifting to a system that assumes a number of monsters equal to the number of characters. This change has a few major implications for encounter design:
  1. Superior Accuracy: Before we can talk about encounter design, it’s important to note that while 3rd Edition’s CR system is a useful measuring tool, it isn’t always an accurate one. A monster’s AC, hit points, special attacks, and damage all combine to determine its level. In the old days, we relied on a designer’s best guess to match a creature to a CR. While designating a creature’s level is still an art, designating a creature’s level now has more science behind it. By creating robust progressions of attack bonus, damage, and AC, level has become a much more accurate measure of a monster’s power. This step is critically important, as it now allows us a lot more accuracy in determining the threat an encounter presents.
  2. More Monsters: Rather than pick one monster, you now select a group of critters. The interplay between monsters is a little more important in design. In 3rd Edition, you had to turn to significantly weaker monsters to put a pair or more creatures into a fight. Unless these monsters had significant advantages when working together, an individual character easily outclassed an individual monster in such a group. In 4th Edition, an individual creature (of a level comparable to the PC) has the AC, attack bonus, and hit points to remain a threat during a fight.
  3. Monster Roles: Monsters have roles that define the basics of how they fight. The role functions in only the broadest terms. It dictates a few basic measures of a monster but describes, rather than proscribes, how its abilities work. The real strength of a role is that it gives designers a few basic targets to shoot at it in design, ensuring that every monster we make fits in with the rest of the creatures in the whole game. For instance, monsters that are good at ranged attacks love to have a beefy wall of brutes in front of them to hold back the adventurers. Roles allow you to focus in on the right monster for the encounter and spot obvious combinations.
  4. Hazards: Traps, hazards, dangerous terrain, and other complications have a clearer place in the battlefield. The 3rd Edition of D&D gave us one “monster unit” to play with. In other words, the game assumed that the encounter consisted of four PCs against one monster. If you had five PCs, you had to figure out how to get 1.25 “monsters” into the encounter. Even worse, that system had to express traps, hazards, and other dangers as full monster units. It was difficult at best to mechanically represent something that was never meant to stand alone.

    In 4th Edition, each monster represents only a portion of the encounter. That makes it much easier to design green slime, pit traps, whirling blades, fountains that spray acid, and crumbling stone walls. One such hazard can simply take the place of one monster, leaving you with three or four monsters in the encounter. Since monster level is a more rigorous measure of power, we can turn those measures and scales around and use them to create environmental hazards, traps, set pieces, and other interesting tactical twists.

Putting it All Together

What does all this mean for encounter design in 4th Edition? When you build an encounter, you can begin from several different premises. You can start with a cool monster, find creatures that make good “teammates” for it, and run with that. For instance, you’ve always wanted to throw a medusa at the party. Looking at her stats, abilities, and role, you can then pick out other creatures that make her a tougher nut to crack. Of course, you could always throw a couple medusas at the characters and have a little sculpture party.
Alternatively, you can start with a basic idea of how you want the encounter to proceed, pick out monsters based on level and role, and throw that at the party. Let’s say that the party wizard hasn’t had sufficient trouble thrown his way recently. Ranged attackers always make life difficult for spellslingers, so you can pick out a few of them based on role. To keep the fight busy, a monster with a lot of abilities to hinder and slow down PCs fits the bill. As a cherry on top of this anti-wizard sundae, you can finish the encounter with a lurker who hides from the party, sneaks past the fighter, and springs from the shadows to chop down the caster. The key here is that, without knowing exactly which monsters to use, you have an idea of which types of critters you want.
How you fit hazards into an encounter is perhaps the most important aspect of encounter design in 4th Edition, and it brings us to the third way you can build encounters. You can now more easily add dynamic elements to an encounter and account for cool special effects, hazards, and traps. Those elements are, in mechanics terms, equal to a monster. They fit seamlessly into the encounter design and XP rules by taking up one creature’s slot. If you want to throw in more hazards, simply reduce the monster count and increase the number of hazards present in the encounter.
If you’re like me, and you read too many comics and watch too many movies for your own good, you like to pull out set pieces and crazy terrain to throw at the party. A swaying rope bridge battered by howling air elementals fits under the encounter building system. A burning building that collapses around the PCs as they fight the evil hobgoblin wizard fills a similar role, as does a bizarre altar to Vecna that randomly teleports characters around the room. Hazards, traps, and other dangers simply fill in for one or more creatures in a fight.
By expanding the tools and making them work well together, 4th Edition presents a more robust, flexible, extensible, and exciting set of encounter tools. If the 3rd Edition’s presentation of CR was the first step to taking some of the mystery out of encounter design, the 4th Edition builds on that core to produce a more accurate tool, along with additional uses for that tool.

About the Author
Mike Mearls is found only in subterranean places, as he detests sunlight. He is greatly evil and considers the bulk of humanity (and its kin) as cattle to feed upon. He speaks only his own arcane language and several other weird tongues -- purportedly those of terrible races of things which dwell in regions of the subterranean world far deeper than mankind has ever ventured.

Adventure Builder’s Workshop


Gen Con Seminars


How do you build the adventure your players will be talking about for years? Bruce Cordell and Greg Bilsland from RPG R&D joined forces with one of Wizards’ all-star freelancers, Rob Schwalb, to give the audience a few pointers in this practical seminar. Thankfully, Greg’s influence stopped Bruce and Schwalb from forming an unholy alliance that would mean the death of many PCs… or did it?

DM Knowledge

Bruce guided the workshop, starting by questioning the audience on several key points. We here at Wizards of the Coast know, which the audience's answers supported, that a lot of our DMs design their own adventures—though of course, they pillage freely from published adventures and Dungeon content. Furthermore, most DMs who use our published adventures customize them in some way; after all, each DM knows his or her players best, which is something we can’t duplicate inside Wizards.
But that’s the reason this seminar was put together for Gen Con 2009.

Adventure Structure

From the audience survey, Bruce transitioned to questioning panelists on subjects relevant to design. These are questions you might ask yourself as you undertake the task of adventure design:
Q: What’s your preferred genre or mood? Mystery, horror, magical wonder, warfare, intrigue, or a mix of these?
Bruce likes adventures that inspire wonder and a sense of the fantastic, with a touch of eldritch horror. Greg prefers intrigue and a bit of mystery. Rob enjoys horror, building tension and dread, interspersed with shocking moments.
Q: What tier of play do you prefer--heroic, paragon, or epic? Which do you find daunting?
Bruce prefers epic, because it’s easier to set such adventures in truly otherworldly locations and add world-shaking fantasy elements. Greg wants to see his PCs have an effect on the world, so paragon tier is his thing. Rob is into the old-school feel of crawling through dark dungeons and killing vicious goblins—distinctly heroic tier.
Q: How do you create villains?
All the panelists like to derive villains from PC backgrounds (often more than one combined) and player focus. In fact, some of the best villains come into being when the players distrust an NPC you never intended to be a villain, and yet they focus on him nonetheless. Villains come into focus as they’re needed, and deserve only as much work as called for. For instance, as Rob points out, you might have an idea who the campaign villain is from the beginning, but you’re better off letting that character develop with the campaign than creating his stats from day one. Another key: no matter who the villain is, make sure the players have the emotional response you desire for them by the endgame, whether the end of an adventure or the end of a campaign.

NPCs Behind the Screen

At Wizards, and among our panelists is an unspoken secret... unspoken that is, until now. We don’t use the NPC rules to create NPC villains. This “secret" might be obvious from statistics in Wizards’ published adventures. This is not to say you shouldn’t use the NPC rules if you find them easier.
However, we create NPC villains like we’d create any other unique monster. The final result might have powers that resemble PC powers, but such a character doesn’t explicitly follow the NPC rules. Instead, it’s created with its story, desired function in the game, and purpose in the adventure in mind.
It’s often simpler and results in a villain that seems unique and interesting to the PCs. Give it a try if you haven’t already.
Q: Do you use unique monsters and NPCs?
To a man, the panelists do. However, it’s important to use “stock” monsters to learn for yourself and show the players how a particular monster works, creating a space that adds contrast to your unique creations.
In 4E, Rob points out, each monster is an “idea” with multiple expressions, as shown by the differing monsters in most Monster Manual entries. It’s usually better if your monsters follow the existing unifying mechanic of a monster, such as the kobold's Shifty ability. Alternatively, you can create similar mechanical unity for your unique monsters. Greg calls this “faction mechanics” or “theme mechanics,” and it adds a good form of predictability to the game as the players learn how different monsters work.
Q: How do you choose and develop a location?
The panelists agree that a good site is a must for an adventure, but that only a few encounters deserve special treatment. Sure, every encounter should use elements to play up monster and PC powers, as well as to make movement interesting at least some of the time. But a small number of encounters need truly memorable environments. Choosing an interesting overall site, Bruce tells us, often makes it easier to create unusual and varied encounters in accord with that site’s theme. For instance, an adventure site on a floating earthmote might call for treacherous switchbacks on the underside of the mote, as well as unexpected elements that make the environment seem magical.
Location should also serve the DM’s aims. If the villain needs an escape route, the location should have one. A wise or cowardly villain surrounds himself with servants and rooms to house his lackeys. Retreat and rally points are always useful. Important items and locations are often found deeper within a lair.
Q: How do you use terrain and traps?
This is part of location. Fun traps and terrain add tension, excitement, and diversity to encounters that might even include some of the same monsters. They can also add a learning curve to the encounter, meaning the monsters start out with an advantage that they slowly lose as players master the environment. That mastery should consume PC actions, but Greg points out that he often prefers minor actions to other types, so players have lots of opportunities for interacting with encounter elements.
Q: What about skill challenges?
Skill challenges should advance the story, no matter what. They should have a strong connection to the flow of the story, as well. Greg prefers the players to know they’re in a skill challenge, while Bruce and Rob aren’t so transparent. All the panelists rely on a skill challenge’s write-up as a loose script, allowing the PCs to improvise outside the script’s suggestions. They prefer the players to describe the character’s actions in narrative terms, then assign a skill check to that description. Published skill challenges, the panelists concur, should be seen as a basic script to aid the DM, rather than a legal text that must be followed to the letter.
Q: How do you advance the action or story?
Make it easy on yourself, the panelists suggest: Let the players and their characters drive the action. A fluid story in which PC action or inaction matters most serves best. Rob develops a branching story for his adventures, preparing a few encounters for each branch in advance. Bruce points out that the PCs themselves, even down to player absences, can be used as vital adventure hooks or just the simple call to action on the part of the other PCs. And that’s the central point—even failure on the part of the PCs should move the action forward in some way. For instance, a failure when trying to disarm an active trap might change the environment. Plan enough to let the players make trouble, then throw in a twist if you wish. Just makes sure the players have clear choices.
Pacing is important. Some encounters should seem and be easy, while others are more difficult. Other encounters should get easier if the players figure out some key element or gain a key advantage. A long adventure should have action spikes, like mini-climaxes, and natural pauses to allow the PCs time to regroup.
Q: What is your (and your players’) preferred mix of roleplaying encounters versus combat encounters?
In their home campaigns, the panelists balance the two. However, they all point out that adventures written for publication purposefully favor combat. The writers of an adventure cannot anticipate the dynamics of your home game, so instead of trying to dictate certain elements of roleplaying, these products aim to give a DM tools he or she can infuse with story elements that are meaningful to his or her particular group. To an extent, published adventures are built for pillaging, so as writers, the panelists try to give the hard details and let you fill in the story.
Roleplaying should occur in combat, as well. Players can customize their powers cosmetically, describing character power use in varied ways. Villains and PCs can talk smack to each other, or otherwise have interesting dialog. Cleverly used, when appropriate, this can turn a combat encounter into a roleplaying one, or vice versa. Antagonizing the PCs based on a shared history with the villain works well to get the players excited. Use of skills to make the scene fun and cinematic is always appropriate.
Q: How do you distribute treasure?
All the panelists let player desires dictate treasure mix. Rob, who has a huge group of players, simply tells item level, and then lets the players choose the item. For spice, Bruce and Greg throw in a few interesting items or story items, usually outside the standard treasure structure. They aren’t afraid to go outside the guidelines to give items different from suggested levels, as long as the amount of treasure is fair to all PCs. Rob points out that it’s very important to make sure while distributing treasure that the PCs have expected enhancement bonuses for their level.
Q: What are the elements of a good final encounter?
The first element of a good final encounter is that the players know it’s coming, so they can be prepared. It needs to have the most drama, the best environment, and highest level of tension in the adventure. Rob mentions that the players should see echoes of other parts of the adventure in the finale, almost as an “Aha!” moment for the players and PCs. Thus, it might take into account other successes and failures during the adventure. The panelists agree that a memorable final encounter, and all should be memorable, has various methods of success arrayed before the PCs; it should rarely play out in a similar way twice.

Putting It All to Use

After talking over the elements of adventure design, the panelists and audience brainstormed to come up with an adventure concept. We have the notes, and an adventure based on these concepts will appear on in Dungeon Magazine soon, penned by none other than the infamous Robert J. Schwalb.

The Curse of Ner'zhul




The elder shaman Ner'zhul was once among the greatest spiritual leaders of the orcs. Deceived by the demon Kil'jaeden, he set in motion the events that led to the orcs' corruption and the creation of the bloodthirsty Horde. Yet ultimately Ner'zhul refused to give his people fully to the demonic ranks of the Burning Legion.
The demon lord Kil'jaeden punished Ner'zhul for his defiance, destroying his aging body and torturing his spirit. The demon then offered Ner'zhul a final ultimatum: serve the Legion unconditionally or suffer eternal agony. With little other choice, Ner'zhul pledged to obey Kil'jaeden and was reborn as a terrifying and vastly powerful agent of the Legion – the Lich King.

Ner'zhul's spirit was magically shackled to a suit of ancient armor and bound to the mighty runeblade Frostmourne. To ensure Ner'zhul's obedience, Kil'jaeden sealed the armor and blade within a specially crafted block of ice collected from the far reaches of the Twisting Nether. This frozen crystal was then cast into the ripe and unsuspecting world of Azeroth, settling in the desolate, snowy wastes of Northrend.

Among the abilities bestowed upon the Lich King was lordship over death itself. From within his Frozen Throne, Ner'zhul summoned a number of undead to serve him and tested his army against the nerubians of Azjol-Nerub and their mighty spiderlord, Anub'arak. Although the War of the Spider raged for years, many nerubians who fell in battle quickly became bound to the Lich King's iron will. Anub'arak himself was eventually ambushed and slain, rising again to join Ner'zhul's ranks as a fearsome crypt lord.

The Lich King appeared to be faithfully serving his master, but he had in fact hatched a cunning and subversive plan. To that end, he created a small fissure in his prison, pushed Frostmourne through it, and directed his minions to carry the runeblade away from the Frozen Throne. Ner'zhul intended to use the sword as bait for a mighty champion: a loyal subject who would free him and serve as a vessel for his restless spirit. While Frostmourne was positioned to serve its future purpose, the Lich King dutifully proceeded with his demon master's true agenda...

Since arriving on Azeroth, the Lich King had been formulating an insidious plague of undeath, a terrifying disease meant to annihilate humanity and create an army faithful to the Burning Legion. To expedite the spread of this contagion, the Lich King recruited a powerful ally in the ambitious mage Kel'Thuzad, a senior member of Dalaran's ruling council.

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Threats of a Divine Nature





With a quiet prayer, a priest hurls fire or thunder at a group of foes. Another prayer bends the mind of an innocent toward evil deeds. Some call on the power of gods to perform acts of good or evil, but the same power can be used for benefit or harm. In April, the dangers of arcane magic led to some interesting stories. This month, the call of the divine leads to unexpected threats against peace and life. These hooks can connect the newly released Divine Power into your campaign.

Sudden Retirement

Sidebar: For a divine hero in the party, these hooks might lead them to running this church as their own base of operations. Depending on the hero's (or heroes') deity, the challenge might well be the deity's test for a new high priest (solving a mystery in the service of Ioun, for example), or a challenge from an opposing deity. Alternatively, you might decide that by helping the church of a different god entirely, a divine hero gains access to an otherwise restricted domain.
Word spreads like wildfire through the town -- the dwarf priest of Moradin is retiring. Apparently he just made the announcement, because services in the temple of Moradin are still in progress as people start talking. The retirement is very sudden -- no one expected it. Speculation begins immediately, even as some rush to the temple to find out more. Everyone wonders (albeit briefly in some cases) what prompted such an unexpected change in leadership.
As the morning progresses, more information leaks out. No successor has been named, and people wonder who will take over the temple. The priest is in good health, and he has no plans to leave the town. No one has heard him express discontent with his position or the responsibilities. All in all, it's adding up to an enigma.
"I don't like enigmas," says the dwarf in front of you. It is later in the day, and you have agreed to meet with Thunderfist Blackhammer, a prominent dwarf in town. "I don't like them at all. Borald is a close friend of mine, but he kept this from even me. I want to know what's going on -- what he won't tell me. I want you to find out. Do you think you can do it?"
Story Elements
Select or generate story elements from this table.

1. The sudden retirement of the dwarf priest is due to a family illness, but since he has never told anyone he has a family he's not about to start now. Some nefarious connections are in that family, and the priest has been trying to escape his past. However, the past is about to surface, and the priest plans to disappear quietly once things settle down.
2. The heir apparent to the high priest arranged for the murder of the high priest and installed a doppelganger to make the retirement announcement and carry out an elaborate move-away scenario. The heir apparent wants the top job now, not later.
3. Someone is challenging the heir apparent. This upstart, who craves power, wants to turn the whole temple in a different direction. He arranged the disappearance or murder of the high priest and the deception, and he intends to remove the heir apparent next (who is not involved in any crimes and was not expecting to take over for years).
4. The temple chooses a high priest by an election process, and several people are later nominated to assume the role. The high priest retired and is alive, but is keeping his reasons secret (he may be being blackmailed or threatened). The PCs have to find out what is going on while candidates try various things to prove themselves most suitable (and poke into records, eliminate evidence of their own petty crimes, and so forth).
5. One of the PCs (if qualified) is nominated for the job.
6. Candidates for the job start disappearing as well, which makes for a very complex investigation and perhaps turns the direction away from the high priest and instead focuses it on the disappearances. Maybe one of the candidates is taking out rivals, or maybe the high priest has turned evil and is taking out candidates he thinks unworthy or to divert attention from himself.

The Dread God

Sidebar: The ritual in question may have been Adjure (see Divine Power, pg. 156), successfully used to summon an immortal creature in servitude to the caster… in which case, the party may then need to learn what task this creature has been assigned, and how to best stop it. In reward, they might gain possession of the Adjure ritual scroll used to summon this creature in the first place!
It has been 3 hours, and your friend hasn't arrived yet. You were supposed to meet her in this bar, at this table, to talk about a business proposition. You've known her for a couple years now, and she has never steered you wrong on a chance to make some gold. But she's not here. And that's not like her . . .
The following morning, the buzz is all about three bodies that were found behind the Goose and Egg in the rich part of the city. None of the bodies looked like they belonged in the neighborhood, and yet none looked like thieves either. The strange part of the story, if the people around you are to be believed, is that they were all drained of blood.
If the PCs investigate, they find that their friend is one of the bodies.
Story Elements
Select or generate story elements from this table.

1. A cult in town is preparing a ritual to summon a monstrous evil god to the world. You might choose one of the evil and chaotic deities, or you can find a number of suitable "gods" in Elder Evils. The cult is not ready yet to finish their summoning, but they are getting close. All the members are priests, but secretly. In regular life, they are tradesfolk, laborers, or thieves. However, each has been touched by the divine power of the monstrous god.
2. Last night (or this night), the ritual required several gallons of blood to complete. Since the cult members don't want to contribute their own, each brought a "guest" to a "party" that ended with the guests all sacrificed and drained of blood on the altar of this monstrous god. They were dumped in the rich part of town, but the ceremony took place in the poor part of town.
3. The cult is working on the fringes of the city; none of the members are among the city's elite. They are disaffected people who want the whole city structure brought down so they can take over the survivors (or maybe they just want the whole city destroyed). They definitely don't understand how much will really be destroyed if they are successful.
4. A cult in town is enslaved to a vampire, who has made the leaders into vampire thralls (see Open Grave). The friend and the other bodies were all victims captured to feed the vampire.
5. The cult, whatever its real goal, has a number of undead creatures in servitude, and these are sent around town to collect victims if a more social approach doesn't work.
6. The PCs' friend was a member of the cult, but learned the cult's real aim and planned to send the PCs in to wipe the cult out. The members learned of this, captured the friend, and slew her as part of the latest ritual (or feeding).

Hidden Blessing

Sidebar: We'd be remiss not to at least mention theEberron Campaign Setting, also appearing this month. As several of these hooks can implicate a medusa, this might direct the party to Droaam—the deadly frontier where such creatures are known to reside. Paxus' famous campaigns might have been in Droaam, where he (according to legend, of course) dared meddle in the plans of Sheshka herself, the very Queen of Stone.
The PCs are in a small town on the frontier relaxing after an adventure. The resident bard has been singing war tales, and then ends his song and begins a spoken tale.
"That last song reminds me of Paxus, a paladin from these parts who went off to the wars years ago . . . The tale of Paxus is bold and daring, but it sounds almost too good. Could anyone really have done all those things? . . . he never returned, but the statue in the center of town is in his likeness. Some say that a stranger left the statue here, and some say that relatives commissioned it from a far-off sculptor to remember the great hero. It has watched over the town ever since, and people like to think it's a little safer here since the statue was placed 15 years ago."
Meanwhile outside, a farmer walks up to the statue of Paxus in the town square and prays silently to her god. This is a common practice, though no one believes that the statue has special powers. As she prays, the statue's arm moves slightly. This sends the farmer into a panic, and she runs screaming into the tavern where the PCs are -- Paxus is coming to life, she insists!
Story Elements
Select or generate story elements from this table.
1-2: The statue of Paxus really is Paxus. Paxus was on his way to the wars when he was slain by a medusa, who turned him to stone. Years later, after she was tired of him, she sent him anonymously to his home town, where he has graced the town square ever since.
3-4: The medusa is looking for new decor for her garden, and she remembers that she left the statue here. Paxus, if recovered, remembers the medusa, and when someone else disappears from town, he immediately assumes that the medusa is responsible (whether she is or not). Meanwhile, the medusa has heard of the PCs and thinks that one or more of them would make fine new additions.
5-6: The statue is not of Paxus, but is an animated statue. An unknown sculptor created the statue and sent it to the town. Statues were also placed in several other towns in the region. They are all animated constructs that have been waiting for commands. The original sculptor died, but his child found the notes on the project and is activating the statues for his or her own purposes.
7-8: Paxus went to the wars, but he was captured by devils and taken to the Hells. Later, after being tortured and turned to evil, he was imprisoned in the statue to await orders. Those orders have come, and the statue soon will animate fully.
9-10: Paxus was turned to stone by a wizard, but the magic is wearing off for some reason. Paxus wants vengeance when he turns back to flesh, but he has no immediate way of finding the wizard. In addition, his quest for vengeance violates his vows and turns him down a dark path that could bring destruction on the town.



About the Author


Robert Wiese has been playing D&D since 1978 after he watched a game played in the car on the way home from a Boy Scouts meeting. He was fascinated, and delved into this strange world of dragons and magic and sourcebooks. Years later, he was hired to edit tournaments for the RPGA Network, and from there progressed to running the network after his boss was assassinated in the great Christmas purge of 1996. Times were tough, but he persevered and brought the RPGA into a shining new era. Eventually he met a girl who liked to play D&D too, and he left Renton for the warmth and casinos of Reno, Nevada. Now, he works in the Pharmacology department of UNR studying mouse foot muscles and the effects of RF emissions on same. He spends as much time as possible with his wife Rhonda, son Owen, and newborn daughter Rebecca.

Excerpts: Divine Power Destruction Domain



In today's Divine Power preview, we present a new domain for followers of Gruumsh and Tharizdun: the destruction domain!

Domains

Each deity holds sway over certain aspects of existence. For example, Erathis is the god of cities and nations. She often represents law, order, authority, and invention. Aspects of existence such as these are summed up in domains, spheres of divine influence. Each deity is associated with two or three divine domains.
More than thirty divine domains are presented in this chapter, and the domains of the deities from the Player's Handbook and the Dungeon Master's Guide are noted. Erathis, for example, is associated with the civilization, creation, and justice domains.


Using Domains

Your divine character gains access to the domains of his or her deity, which means you gain access to those domains' feats. Each divine domain has a divinity feat and a domain feat associated with it. These feats follow the normal rules for feat selection. If your character worships multiple deities with a common theme (such as the three gods of destiny, Avandra, Ioun, and the Raven Queen), you gain access to all their domains.
Divinity Feats
Characters who have the Channel Divinity class feature can gain additional Channel Divinity powers by taking divinity feats. As long as you have a particular divinity feat, you can use its power.
Domain Feats
Domain feats provide benefits when you use divine at-will attack powers associated with them. Each domain feat notes its associated powers. If you have more than one domain feat associated with the same power, that power can benefit from only one domain feat at a time. You decide which domain feat applies each time you use the power. For example, if your cleric of Kord has the domain feats Power of Strength and Power of War and uses priest's shield, you choose which feat's benefit to apply.

Destruction

Gruumsh and Tharizdun share the destruction domain, but their outlooks have little in common.
Gruumsh exhorts followers to senseless carnage, burning, and the defilement of lands. His raging hordes scour the world, bringing cities down and dragging nations to their knees. Destruction is an end in itself, and the more violent the end, the better.
Tharizdun desires destruction on a grander scale. He is the god of cataclysms. No mere wildfire or volcanic eruption satiates his demands on his followers. The mad god seeks the world's end by whatever means possible. His crazed followers are often truly mad.
Other gods of destruction might be associated with natural disasters: storms, earthquakes, and the like. An unaligned god of destruction could be an uncaring agent of doom or a herald of the world's end, duty-bound to begin a cycle of cosmic rebirth by unleashing devastation upon the world. A good god of destruction might exist in a very dark world, where most of what exists is corrupt and must be wiped clean.
Power of Destruction (Domain)
Prerequisite: Any divine class, must worship a deity of the destruction domain
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you use a power associated with this feat and hit an unbloodied enemy with it, you gain a +2 bonus to the damage roll. The bonus increases to +3 at 11th level and +4 at 21st level.
Powers: ardent strike (paladin DP), bond of censure (avenger DP), grasping shards (invokerPH2), righteous brand (cleric PH)
Path of Destruction (Divinity)
Prerequisite: Channel Divinity class feature, must worship a deity of the destruction domain.
Benefit: You gain the Channel Divinity power path of destruction.

D&D Never Split the Party Contest




Enter to win a trip for your D&D group to reunite at Gen Con 2009!
Wizards of the Coast is looking for a Dungeons & Dragons gaming group that has been separated over the years, to reunite for the ultimate gaming weekend at Gen Con 2009 on August 13-16th.
The prize includes travel accommodations for 4 days and 3 nights, as well as 4-day convention badges for yourself and up to 5 other people in your D&D gaming group.
Answer the following questions and submit your application to neversplittheparty@wizards.com by 11:59 P.M. (Pacific Time) July 1, 2009.
  • Describe your original D&D gaming group including, identifying each member by first and last name (in 100 words or less).
  • How did you meet?
  • Where did you gather to play?
  • Were you the Dungeon Master of the group? What was your PC?
  • Did you have any fun "house rules"?
  • What was your favorite game night tradition?
  • When was the last time you played together?
  • Why did you split up?
  • Why should WotC reunite your game group at Gen Con?
  • Your contact information (Name, email, phone).
Winners will be selected and notified by July 15, 2009.
READ THE OFFICIAL RULES HERE BEFORE YOU ENTER.
By submitting this information, you acknowledge that you have read and agree to be subject to the Official Rules. You also agree to be contacted by Wizards of the Coast and/or its representatives throughout this contest. Only the gaming group members identified in this entry form are eligible to participate in any prize awarded to the winner of the contest.
ALL PARTICIANTS MUST BE AT LEAST 18 YEARS OF AGE AND BE LEGAL U.S. RESIDENTS. VOID WHERE PROHIBITED.