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@media print {
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/* Fixes a feature in Firefox where print preview displays the noscript content */
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To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

Also see AdvancedOptions

By Rob Heinsoo

"Death in the Pincers” is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the King’s Wall. It starts as a fight with drakes modified by a Chaos Shard, turns into a battle in the middle of shifting magical terrain against giant ants that are trying to steal the drakes’ treasure-laden bodies, and ends with a second battle against giant ants fixated on eating the characters instead of the drakes. Although this adventure is set in the Chaos Scar, it can be adapted to any location in any campaign. (For details on the Chaos Scar and its environs, read the Chaos Scar introduction and check out the map of the entire valley.)

//This is the place. The tunnel slopes down steeply at first but is high and broad. It’s dark, but even those of you who read only books, not tracks, can see the footprints of man-sized reptiles in the debris and mud outside the tunnel mouth. At first it looks like the tunnel ends ahead of you, but then you see that it’s a 15-foot wall of boulders. It looks like it would be easy to climb, but smaller boulders and piles of bones are jumbled in the heap, complicating your steps. There’s a faint purple glow moving about somewhere above the top of the cliff. "//

By Rob Heinsoo

"Den of the Slavetakers" is a short adventure for five 1st-level characters that takes place in the Chaos Scar. A slavetaking operation run by a one-armed gnoll turns out to have a truly sinister purpose: victim-gathering for death rituals performed by an underground cult of Torog. The priest of the temple on the far side of the cavern, a female halfling named Morgana, uses a small shard of the meteor to draw mutated homunculus servants out of the valley’s rock. In the mushroom-choked depths of the central chamber, myconids prepare for an assault on the temple to take the meteorite from whoever is left standing after the PCs interrupt the cultists' rituals. (For details on the Chaos Scar and its environs, read the Chaos Scar introduction.

//A depression in the valley floor leads to a wide cavern that slopes gently downward. You don't have to be a tracker to tell that many people have walked in and out of this cavern recently, following a single-file trail -- tracks from boots and tracks from small feet, likely children or halflings. The cavern slopes gently down, turning into a wide corridor. //

By Aeryn Rudel

"Stick in the Mud" is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the King's Wall. It pits the PCs against a tribe of evil bullywugs that have taken up residence in a long-ruined keep. The keep, once the abode of a goliath sorcerer, holds a powerful magic item that has ripped open a small portal to the Elemental Chaos. A tide of mud is steadily flowing through the portal and into the cellars beneath the ruins, creating a muddy wallow that is ideal for bullywugs. (For details on the Chaos Scar and its environs, read the Chaos Scar introduction.

//When the great meteorite fell from the heavens and plowed the Chaos Scar, it destroyed Voran's keep, along with many other features of the terrain. The swamp drained away, leaving only a desolate, dry ruin in its wake. Only the ground floor of the keep and the laboratory beneath it escaped destruction, but even these meager remains were buried in the wake of the meteorite's fall. Voran himself escaped the obliteration of his home, but his name and legacy faded into history. Now a tribe of bullywugs, drawn by the evil siren song of the meteorite, have uncovered the ruins of the keep and moved in.//

By Greg A. Vaughan

“The Brothers Gray” is a short adventure for five 1st-level characters that takes place in the Chaos Scar, near the King’s Wall. “The Brothers Gray” takes the PCs into the ruins of an abandoned mining outpost, where they must contend with a trio of murderous halflings. If you’re not playing a Chaos Scar campaign, you can still use this adventure by integrating it into any existing campaign situated near a wilderness area that had mining operations at some point in the past.

//Firelight flickers through the trees ahead. Built against the side of the canyon is a ramshackle mining operation, its head frame and hoist house built onto a wide ledge above and formerly powered by a water wheel in a stream-fed pool. Rickety stairs climb the outside of this structure. At its base, a group of bedrolls have been laid out around a campfire. Three rough-looking men lounge about and talk among themselves.//

By Aeryn "Blackdirge" Rudel

“The Tainted Spiral” is a short adventure for five 1st-level characters that takes place in the Chaos Scar. The adventure is set in a spiraling network of tunnels carved a by a piece of the great meteor, called a Chaos Shard, that broke away when the comet crashed to the earth. Like the meteorite itself, the Chaos Shard is a malevolent force of chaos and evil that draws other evil creatures to it. The presence of the Chaos Shard has weakened the barrier between the world and the Far Realm, creating rifts in reality that have allowed a number of fell taints and other terrible aberrations to heed the shard’s call…

//A bright bluish light emanates from two clusters of jagged crystals in this wide cavern. A small, murky pool sits in one corner, and a narrow tunnel runs away into darkness at the northern end of the cavern. The bright illumination allows you to plainly see a ghoulish sight: six humanoid corpses lay in a tangled heap in the center of the cavern. Even from this distance you can tell that the corpses have been partially devoured. //


By Shawn Merwin

"Gregor's Tangent" is a D&D encounter for five 12th-level PCs. It is a continuation of the events from the Forgotten Realms novel The Edge of Chaos. You can run this as a one-shot encounter or weave it into your campaign as part of a longer adventure.

//Brother Gregor of Oghma is a not-altogether-unwilling prisoner in a tower, reachable only by specialized magic. In this tower, Gregor carries out alchemical experiments, searching for a cure to the ravages of the Spellplague’s blue fire. However, competing forces covet his knowledge and secrets, or else want him dead so no one else can possess them. //


By Peter Schaefer

The genasi race has many expressions. It is a race of fire, wind, earth, water, and storm. The raw power of the elements coursing through their bodies gives them an affinity -— a control that gives them a racial definition and potent natural abilities in combat. This article presents four corrupt manifestations for player characters -- causticsoul, gravesoul, plaguesoul, and voidsoul.

//A genasi who exhibits one of these corruptions is twisted by the Abyss. A genasi with a corrupted manifestation might decide that evil and destruction is the reason he or she was born. Many such genasi come to serve a demon lord; Graz'zt in particular employs or influences more Abyssal genasi than others of his kind. //


By Chris Tulach

The regions of the Realms are full of a variety of people with backgrounds as varied as their geography. In this article, we present a number of paragon paths and feats for Realms characters who have selected a regional background.

//The Forgotten Realms setting is a vast place, and heroes can emerge from anywhere, rising from their commonplace lives to thwart danger and show remarkable courage. In the Forgotten Realms Player's Guide, a large selection of backgrounds is available for player characters, and each one is tied to a region. These backgrounds give a player inspiration for determining their character's place in the world as well as providing a regional benefit.//

By Chris Tulach

This article expands character options by providing new feats and paragon paths for characters with different regional backgrounds. In this installment, we highlight three southern Faerûnian regions that have been vastly altered since the Spellplague -- Akanûl, East Rift, and Tymanther. While the material in this article was written specifically for use in a Forgotten Realms campaign, you can easily adapt it to your own campaign no matter where it’s set.

//Many years ago, the land now known as Akanûl violently arrived on Toril, plucked from the world known as Abeir. While the Spellplague raged, a portion of the realm called Shyr supplanted the area of western Chessenta. The transported Shyrans, predominantly genasi, threw off the yoke of oppression they had endured while on Abeir and renamed their new home Akanûl.//

By Chris Tulach

Learn more about Tarmalune and the Windrise Ports, along with the regional benefits and feats available to characters from these areas, in this feature. Whether you're playing a Realms home game, part of a Living Forgotten Realms campaign, or just looking for more exciting options for your non-Realms character, you'll find plenty of interest in this article.

//Returned Abeir, like its eastern neighbor Faerûn, is home to many different lands, some wild and untamed, and others civilized and stable. On the southeastern end of the Dragon Sea, a collection of independent cities known as the Windrise Ports serve as bastions of trade and order among the lands of that continent. This article serves to expand the regional background information given in the Forgotten Realms Player’s Guide by providing regional benefits, background information, and new regional feats related to the city of Tarmalune and the other communities of the Windrise Ports.//


By Robert J. Schwalb

Sometimes running a game is easy. The encounters flow by seamlessly, everyone is having a great time, and the villains even manage to monologue. But try adding an extra player or five, and you can quickly end up with a mess. Learn how Rob handles larger groups on a regular basis, as well as some tips you'll find helpful even if you're running a normal sized game, with "Adventuring Armies."

//On a wintry day in Murfreesboro, Tennessee, the city's youth enjoyed a welcome break from education's demands after the schools closed their doors due to snow. Though the county deemed the roads too unsafe for the buses to run, a little snow and ice never stopped us dutiful gamers from gathering in the chilly "finished" attic in my mother's house. On this particular day, everyone who had ever played Dungeons & Dragons on my Tuesday night games converged for the chance to sling spells and swing swords at the monstrous hordes populating my fantasy world. Six players grew to ten, ten players grew to fifteen, and before I knew it, I had twenty people gathered in what I had thought was a spacious room. //


By Bill Slavicsek

Bill gives a breakdown of our Gen Con coverage and plans for the show.

By Bill Slavicsek

//Snippet not available at time of posting.//

By Bill Slavicsek

//Summary not available as of posting//

By Bill Slavicsek

Bill writes about big ideas, big packaging, and some Martial Power 2 combat styles.

by Bill Slavicsek

Bill talks about the 4th Edition launch and the bright future in store for D&D Insider.

By Bill Slavicsek

Bill discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill previews Divine Power, and discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill previews more of the druid and looks further ahead to another 2009 release.

By Bill Slavicsek

Bill talks about more of the big decisions being made concerning D&D.

By Bill Slavicsek

Bill discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill previews another upcoming release and discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill looks back at the year that was, and peeks ahead at the year that's about to be.

By Bill Slavicsek

Bill discusses more of the changes in store for D&D in 2009.

By Bill Slavicsek

Bill previews another upcoming release, and discusses more of the changes in store for D&D in 2009.

by Bill Slavicsek

Bill speaks out on another topic vital to the success of the D&D brand.

By Bill Slavicsek

Bill shows off more from Player's Handbook 2.

By Bill Slavicsek

Bill talks about more of the big decisions being made concerning D&D.

By Bill Slavicsek

Bill previews another upcoming release and discusses more of the changes in store for D&D in 2009.


By Robert J. Schwalb

The assassin has been a staple of D&D through every edition. With the feats and equipment in this article, your character can become a ruthless and deadly killer. Whether you use your skills for good or ill, “Art of the Kill” gives you the tools to make your character one of the elite.

//Death is a grim trade for those not above using treachery and subterfuge to eliminate their prey. A dubious art to be sure, murder is efficacious in silencing the enemy, and thus it finds its masters in assassins, thieves, enforcers, and, of course, adventurers. Those who study the art are among the greatest killers in the world, second only to the shadowy true assassins.//


By Ari Marmell

The cult of Orcus is widespread—and growing rapidly in the world. But few sects have become as powerful as The Ashen Covenant, a group devoted to the Prince of Undeath’s ascension to godhood. However, evil has the tendency to feed on itself, and not all is peaceful among Orcus’s faithful. Elder Arantham, the Covenant’s founder and leader, faces challenges from within, as well as the destruction of his cult’s rivals without. This article details The Ashen Covenant, including their heucuva leader, his chief rival, a pair of new undead menaces favored by Orcus’s followers, and more!

//The majority of cults dedicated to Orcus are, in a way, predictable evils. They seek destruction for its own sake, they collect innocent blood to slake their lord’s thirst, and they possess his hatred for all life. Horrible, yes. Vile, absolutely. But these are localized evils, which are manageable in their own way.//


By Rodney Thompson

The avenger, as the divine striker, is tasked with finding enemies, isolating them from their allies, and then meting out swift punishment for being an enemy of the faith. Unlike other strikers, the avenger does not fulfill its role through damage-boosting means, but rather through increased accuracy and occasional damage spikes. In other words, an avenger’s deadliness lies not in strength of arms but rather in the divine guidance that causes his or her weapons to strike true. Many view an avenger as having the guiding hand of his or her deity behind every attack.

//“My sword is an instrument of the Raven Queen’s will. I am her reaper— her will given flesh. What I do, I do at the whim of powers greater than I can understand. All are eventually called into the Raven Queen’s embrace; some simply require my blade to speed them along.”

—From the journal of Vargas, the White Assassin //


by Brian R. James

The Backdrop series returns to the pages of Dragon with an exploration of the noble nation of Cormyr from the Forgotten Realms setting. With the launch of the 4th Edition Realms around the corner, now is the time to get an in-depth look into the current state of the country. Plus, the article features two new Cormyrean paragon paths and some other goodies for players interested in the region as a launch point for their PCs.

//The kingdom of Cormyr is old yet strong and vigorous. This civilized land carved itself out of a wilder territory through grit, bravery, and determination. Though the land has a reputation of goodly rule, sometimes Cormyr has had to make difficult choices to ensure its security. Its most contested border is along shadowy Netheril and gluttonous Sembia, though Cormyr also borders the hazardous Stonelands, the Tunlands, and the Stormhorns and Thunderpeaks.

Dominated by humankind, the Land of the Purple Dragon has been ruled by House Obarskyr for over fourteen centuries, with the strong backing of a legion of magically potent warmages and an army of heavily armored knights on Cormyrian destriers. A mystical connection exists between the land and the people and creatures that inhabit it, which is little understood but demonstrably real and powerful.//

By Keith Baker

Eberron is home to more than its share of bizarre cities and settlements. But few can claim that the town of Graywall isn't one of the most peculiar -- and dangerous. Home to many monstrous races living side by side with more "civilized" races, Graywall is a city of monsters that somehow manages to survive, and even flourish.

//Droaam, one of the strangest places on Khorvaire, is a land of monsters that serves as a home to medusas and minotaurs. Gargoyles and wyverns circle in the skies, and goblins and werewolves lurk in the forests. For centuries it has been an untamed frontier. Then the Daughters of Sora Kell forged it into a nation. Few in the outer world expected this monstrous alliance to survive a year, but it has endured for over a decade. Towns are rising in the wastelands, built with the strength of giants and the cunning stonework of the medusas. One such town lies on the border of Droaam and Breland, carved from the foothills of the mountains from which it takes its name. This is Graywall, town of monsters and gateway to Droaam.//

By Ed Greenwood

The continent of Returned Abeir is full of civilizations in their infancy. One city has grown in leaps and bounds, fancying itself a metropolis as grand as Waterdeep. But the truth is that Tarmalune, while not lacking in substance, is still a city in the throes of growing pains, and while possibly the largest city on the continent, it is still, in many ways, seeking its identity. Get a first look inside the new walls of Tarmalune, at its citizens, its rulers, and the plots that make it tick in "Backdrop: Tarmalune."

//Tarmalune, the wealthy, bustling, crossroads port city, is the cosmopolitan trading heart of its continent, serving Returned Abeir just as Waterdeep does the Sword Coast of Faerûn. Self-governing and fiercely independent, yet lacking a standing army, Tarmalune is the largest, wealthiest, and most socially prominent of the Windrise Ports (the independent cities on the eastern shores of the Dragon Sea). Only Imdolphyn dares to declare itself "the equal of Tarmalune," and not even the richest Imdarm merchant-lords truly believe that boast.//

By Robert J. Schwalb

Tu’narath -- also called the One in the Void, the City of Death -- has names that echo throughout the planes, carrying with it the message of death and conquest, as well as of merciless warriors bound to a fanatical leader. Home to the githyanki, it is their greatest and most influential city, dwarfing all of their other settlements in size, wealth, and power. The mad rule of the eternal Lich-Queen fill the githyanki with ruthless ambition, a thirst for conquest and bitter revenge, and a fierce independence that prevents them from surrendering. Tu’narath embodies their unfailing spirit, and as long as it stands, the githyanki cannot fail. Discover the secrets of this key location of the Scales of War adventure path in this fascinating Backdrop.

//Adrift in the Astral Sea, the githyanki had their burning hatred and their arms, but no home and few resources. They wouldn’t wander long though before fate, luck, or circumstance put a new home in their path. Githyanki scouts discovered the petrified remains of some dead god, perhaps a casualty from another war, or a god whose people were destroyed. Gith led her people to the floating hulk and there established Tu’narath’s ancestral encampments.//


By Rob Heinsoo

You don’t have to be tricky, tactical, or clever to have fun with the barbarian. You have to roleplay a bloody-minded warrior, figure out when you want to rage with your strongest attack powers, and live with the fact that your power and your low defenses make you an excellent target. As a barbarian, you’ve made Achilles’s original Homeric choice: one year as a lion instead of decades as a sheep. Check out this article's rageblood, thaneborn, thunderborn, and whirling barbarians.

//I raced ahead of her hand-over-hand, leaping to the top of the cliff before the others. The great beast sliding through the boulders toward me was the Enemy, a stench-thing from outside the world with a buzzing pile of mandibles and eyes. I saw the sudden fear in its eyes and I knew who I was. ‘This is rage,’ I thought as I screamed with thunder and followed my axe. //


By Kolja Raven Liquette

If Adventurer's Vault still didn't satisfy your need for more magic items, check out this month's Bazaar of the Bizarre. Each item in the article comes with enough interesting lore to give the ~DMs among you the ability to generate the seeds of adventure centered around any one of these items.

//One magic item can merely be an adventurer's tool, just like any other. Using treasure this way might seem completely reasonable, particularly in campaigns where magic items are like currency. But doing this can also diminish the value of magic items to the game's narrative. The first step toward imbuing magic items with importance is to develop their history.

The extra creative work put into a magic item, whether by Dungeon Master or player, can forge a lasting legacy for an item. Doing so isn't the norm in the D&D game. Usually, magic items that have more power trump their predecessors. However, history and a unique story, perhaps even associated only with the PC owner, can make magic items more fun.//

by Robert J. Schwalb

The red dragon Ashardalon -- slain by powerful adventurers in the not-so-distant past -- was legendary for being a collector of many magical trinkets. Some of the most intriguing items have been uncovered in other troves since the dragon’s death and are presented here for your edification. Dive into the hoard of Ashardalon with this Bazaar of the Bizarre.

//Few can ignore the legacy of the mighty red dragon Ashardalon. Ancient even by the standards of dragonkind, he was a force for evil in the world. His ferocity and greed was unmatched by any of his kin. Even when the great druid Dydd put down the beast, ending his reign of terror, Ashardalon rose from the ashes of his grave once more, bolstered by his wickedness and by fell pacts made with dread abominations.//

By Eric Cagle

This article describes several new dragonshard items. Some are openly known while others are rare or even unique. The techniques used in the creation of these items are tightly held trade secrets, and constant espionage occurs between the houses to learn them. Indeed, the histories of some of these dragonshard magic items may be part of a misinformation campaign or front for an even more mysterious past.

//Over a hundred years ago, an extremely talented magebreeder named Perr Hanton set about crafting magic items to help him maintain control over the living abominations they brought into existence. Known for his extreme cruelty and dominating nature, Hanton created the stern handler's wraps -- special gloves that cowed recalcitrant creatures that had gone berserk from rage. //

By Kolja Raven Liquette

Whether you're looking for a new magic item to give your character the flavor of the primal power source or a primal character looking for new item options, you'll find what you're looking for in the latest Bazaar of the Bizarre.

//Some magic items inrpire you to keep them for the entire history of your character. It helps when they feature powers that remain relevant at every level. Some magic items are only useful during rare moments in a campaign narrative against specific creatures and obstacles. What to keep and what to convert into residuum are relevant questions that have a lot to do with the theme of your character.//


By Logan Bonner

The Legendary Evils set of D&D Miniatures gave us some of the most inspiring Huge miniatures so far. But it's often difficult to find a use for Huge monsters in a regular campaign. Now, many of the minis from that set have even more options thanks to this installment of the Bestiary series. We're giving you more ways to use these monsters throughout the paragon and epic tiers of play, so there's no excuse to leave those Huge minis on the shelf anymore.

//From titans that soar through the sky tossing thunderbolts to the massive demons that dwell deep in the Abyss, mammoth creatures populate all regions of the Dungeons & Dragons world. This article gives you more options for using existing Huge creatures throughout paragon and epic levels. There are high-level elites turned into lower-level solos, and vice-versa. Each monster has a twist in its storyline so that it plays differently than a normal monster of the type would if it had its level increased or decreased.//

By Logan Bonner

The Demonweb is home to a host of deadly, toxic creatures, many of which show up in the newest set of D&D Miniatures. Check out the RPG translation of some of the set's newest threats in the latest Bestiary article.

//The Demonweb set for the D&D Miniatures Game contains some creatures that haven't appeared in any 4th Edition products -- until now. Some of them are new, and others appeared in products published late in the run of edition 3.5 (such as Monster Manual IV and Drow of the Underdark). This article shows off the Underdark denizens of the set, including new drow, draegloths, and some of the traps and hazards you might find when traversing the twisting tunnels and caverns under the earth.//

By Greg Bilsland

Need more dungeon guardians? How about tirelessly hungry, relentless predators? If your answer is yes—and why wouldn’t it be?—this is the Bestiary for you. Featuring three new golems and three new oozes, "Mindless Monstrosities" will provide your next adventure with some fresh spin on these classic categories of dungeon denizens.

//Golems and oozes are among the most feared dungeon denizens because of their tireless pursuit of prey. Golems, with their resilient bodies and mindless obedience, make excellent guardians. Long after their masters have passed into the Shadowfell, golems remain devoted to their charge. Abandoned keeps and ancient tombs are rife with such sentinels, and woe to the adventurer who isn’t prepared to face one of these tireless constructs.//

By Ari Marmell

Many archdevils inspire fear among devilkind, but even the most hardened of devils speak only in whispers of Alloces. None want to catch is mad eye, for fear of winding up on his laboratory table, subject to a thousand agonies as flesh and bone are warped and rent. Learn more about Alloces, the faithful servant of Asmodeus who lives to discover the next war beast to serve in the armies of the Nine Hells.

//KNOWN VARIABLY as the Prince of Beasts and the Butcher of Nessus, the devil Alloces is Hell’s own mad surgeon. Though his influence in the infernal hierarchy comes from his services as stable-master to Asmodeus and other archdevils, keeping and breeding their herds, his obsession, his love, and his greatest claim to infamy comes in his efforts to create new monsters. He is a depraved sculptor: the flesh and the souls of living beings are his clay, and his “works of art” suffer eternal torment even as their new, monstrous urges set them to inflicting their own pain on others. Although artificially assembled, most of Alloces’s creations harbor a true spark of life.//

By Logan Bonner

If you didn’t get enough troll action in P1: King of the Trollhaunt Warrens, this short Side Trek will suit your needs. These encounters can form the basis for a short adventure tied to the Trollhaunt Warrens, as a stand-alone Side Trek, or just as extra encounters that can be split up and added to another adventure.

//Over the course of King of the Trollhaunt Warrens, plenty of places can lead to more adventure. You can use these encounters if your ~PCs are a little behind on experience or if they've found an area they'd like to explore. The first two encounters can be dropped into other adventures easily. The third one works well if the ~PCs are having an easy time during the raid on Moonstair and need a little more pressure to feel challenged.//


by Gary Astleford

Campaign Classics returns to Dragon with these hazards from the desert world of Athas. Traveling any desert is risky, but on Athas, as if the heat, sun, and sand weren’t enough, travelers would be warned to keep an eye out for plants like these: the dew frond, sand cactus, and spider cactus.

//Athas, the world of the Dark Sun campaign setting, presented Dungeons & Dragons players with one of the most challenging environments ever conceived of in a roleplaying game. It was a strange and alien world populated by a myriad of terrifying creatures and unusual races. Though metal was a rarity, psionics were everywhere. The beasts that characters encountered beyond the walls of the seven city-states were dangerous, but they were not the only hazards that heroes faced.//

By Stephen Schubert

Many ~DMs shy away from including potent treasure in their adventures -- and for good reason. Artifacts, vehicles, or other potent items could quickly derail a campaign, as anyone who has thrown a Deck of Many Things to their party can likely attest. But in 4th Edition D&D, these items are fully intended to see play. So if you've always wanted to drop the Axe of the Dwarvish Lords in a treasure hoard but been loathe to upset your campaign balance, you can rest easy, and use the advice in "Campaign Items" to see you on your way.

//A typical D&D campaign sends its heroes into the depths of dungeons to battle against hordes of orcs or undead monstrosities, or even to the farthest reaches of the planes. The ~PCs of your game will unearth long-lost treasures and arm themselves with powerful magic items on their way to their epic destinies. But what about treasure that isn't exactly a pile of gold or a magic sword? The rewards your ~PCs achieve can include more than magic items and such treasure. What if the reward for defeating the pirate king is both his ship and his fleet? What if the adventure that leads to an artifact is just the beginning?//


By Chris Sims and Chris Youngs

The name strikes fear into the hearts of villains across the Realms, and admiration in those of nobler pursuits. But what might happen if the heroes of your Forgotten Realms campaign crossed swords with one of Faerûn’s most legendary figures? Given the right motivation, the dark elf could find your adventurers a serious threat, and seek to end that threat. This scenario is intended to let you find out what will happen when your PCs cross swords with world's most famous dark elf. It can be modified in any number of ways, and the article provides several options for doing just that. Unleash Drizzt on your players’ characters, watch the double takes, and enjoy.

//Trees have been bent with snow for the past several miles. The rough path is choked with drifts that require constant effort to push through. To the north, the Spine of the World looms, the mountain chain filling any visual gaps in the trees ahead. Breaking through the tree line, you step into the first true foothills you’ve seen in your quest for the map of Gauntlgrym. An ancient stone tower, built partly into the hill, perches on a ledge ahead, its walls crumbling and its roof long gone. Part of its southern wall has fallen in, and pale blue light glows from within the ground floor. A deathly calm hovers over the winter-shrouded landscape, as if the world was holding its breath. //

By Bruce R. Cordell

Campaign Workbook returns to Dungeon in issue #161. This short article features an encounter adapted from the new Forgotten Realms novel, Spellplague, by Bruce R. Cordell. Run your ~PCs through a dramatic combat scene from the book, incorporating it into your existing campaign. Or just use the new monsters from the encounter elsewhere in your game!

//Starmantle was gone.

In its place was a madman's fancy. Translucent emerald spires reached from the earth in wild abandon. Each hummed a single, flutelike note. In their thousands, the spires produced an atonal melody that clawed at sanity.

Fissures gaped between the spires. Some harbored a flickering blue glow.

It was the same terrible blue hue Raidon Kane recalled so well ... .

The monk backpedaled a dozen yards, worry creasing his brows. A shadow fell across him and he looked up.//

By James Wyatt

The next time you're preparing an adventure and need a villain foul enough to wreak unbridled havoc on your world, look no further than The Blasphemer, villain of Dragon War, the newest Eberron novel by author and designer James Wyatt.

//The earth groaned in protest and pain as the dragonfire coursed over it. Kathrik Mel crouched down and placed his palm on the ground. The grass died at his touch, and the earth's outcry grew louder in his ears. He lifted his hand, looked at his fingers, and rubbed away flecks of gray ash from the tips. He drew a slow breath, and the mingled aromas of autumn and smoke turned to rot in his nostrils. He stood, stretched his arms wide, and shouted.

"Forward! Trample their bones into the ground! For Kathrik Mel!"

His warriors took up the cry: "Kathrik Mel! Kathrik Mel!"

He felt the heat of the dragonfire at his back and smiled. The warriors before him were too slow. He spoke a word, and fire leaped around him to lash at their backs, impelling them forward. For a moment he was bathed in fire, and he cackled.//


By Robert J. Schwalb

Revering Bahamut before all other powers has a cost, but the potential for many rewards, as well. Learn about the ways a true champion of the Platinum Dragon can rise above the forces of tyranny and evil and spread the truth and justice of Bahamut's light to the darkest reaches of the world.

//There are many bright lights in the Astral Sea, but Bahamut's arguably shines the brightest. At least, his followers are quick to make that claim. Embodying valor, justice, and honor, mortals across the planes look to the Platinum Dragon to intercede wherever wrongs go uncorrected, where tyranny crushes all hope, and where evil devours good. Bahamut's mortal servants embody his principles, upholding their sacred oaths to confront the darkness that looms to all sides. They protect those who cannot protect themselves. They ensure the rule of law, bringing order to those lands given over to chaos. They are honorable warriors, holy champions committed to all Bahamut represents and more.//

By Eytan Bernstein and Erik Scott de Bie

Wherever villainy triumphs and injustice reigns, the servants of Torm bring truth and light to the darkest shadows. The divine servants of the Loyal Fury will not rest until they defeat the countless evils that beset the good folk of the Realms. Torm is one of the brightest divine figures in the Realms, and his priests are known for their valor and self-sacrifice. Should you choose the path of the champion of justice, walk tall and proud, carrying the weight of history and nobility in all that you do, bolstered with the feats, powers, organizations, and items in this article.

//Before the Spellplague, Torm, Tyr, and Ilmater formed a “triad” of benevolent deities. This covenant has been renewed in the wake of Tyr’s death, with Torm, Ilmater, and Bahamut, who was promoted to occupy much the same knightly place Torm did for Tyr. While Torm is technically the god of law while Bahamut is charged with justice, a considerable amount of overlap exists between the deities, and Torm is known widely as a god of justice in addition to cold law. Torm and his priests err on the side of benevolence when determining lawful matters. The gods of the Triad make a perfect set of judges: Bahamut’s desire for justice balanced by Ilmater’s mercy, with Torm as the calm center. //

By Matthew Sernett

An adventurer who worships Melora or seeks her favor can show devotion through the equipment the character carries. The weapons, holy symbol, wondrous items, and other magical possessions described here all share the theme of water, either for its life-giving aspect or its deadly nature, and can be welcome aids to many of Melora’s faithful.

//Those who listen for it can hear Melora’s influence in the lilt of birdsong and the gurgle of a brook. One can feel her presence when mountains quake, and when the tide draws the sea back into itself or hurls it ashore. A worshiper of Melora might honor her as a mother to life, propitiate her deadly nature, or pay homage to her beasts, which exemplify the natural struggle between the forces of creation and destruction. //

By Robert J. Schwalb

The Raven Queen's portfolio includes death, fate, and winter. Understanding how these aspects relate to the deity provides keen insight into what it means to serve her and what she expects in return for the power she bestows. In this article, you'll find a host of new powers, feats, and paths for her faithful servants.

//Adventurers have an uncommon connection to death. Throughout their careers, they send souls by the hundreds to the Shadowfell. They might have even felt death's unwelcome embrace from time to time, standing at its door or going through it only to be snatched free by a timely ritual or prayer. If you choose the Raven Queen as your patron deity, consider carefully why you made this choice. It might be enough to pledge service to the deity because she's appealing in a gothic sort of way, but having a reason beyond dark clothing and corpse paint will provide a far more rewarding experience. //


by Peter Schaefer

Welcome to Character Concepts, a new recurring feature in Dragon! In this article series, we'll present specific character archetypes and show you how to build the character of your dreams using the existing D&D rules. So if you're looking for the ultimate expression of your character, this series will be a great resource. In this first installment, author Peter Schaefer presents a pair of classic D&D character concepts: the master teleporter and the fighter-mage.

//So what happens if you forgot to create a character for the gaming session that’s about to start and you need one right away? What if you’re a guest to the game who just happens to need a quick character for a high-level 4th Edition D&D game, which starts less than an hour from now? Or maybe you’re a Dungeon Master who wants to demonstrate the archetypal characters you can make with 4th Edition D&D. Perhaps you’re someone who wonders how to make that classic character from your favorite fantasy movie. If you’re any of these people, you might find what you need right here.

Each “Character Concepts” article picks an iconic heroic image or a strong character theme and lays out a path of character advancement, from level 1 to 30, which shows you how to achieve and maintain that character type. In this inaugural article, we’ll look at the familiar warrior-wizard, who fights off foes with sword and shield while throwing blasts of thunder and sprays of magical light. As a warrior/wizard, your fighting prowess allows you to use close and area attacks to mark multiple targets at once, which can give you a huge advantage in combat situations. But, is there a school that teaches this intermingling, or is it a departure from accepted practice? You could wait for the swordmage in the Forgotten Realms Player’s Guide, but that class provides a different feel altogether.//

By Matthew Sernett

Whether you need a quick character for a pick-up game or you're looking for inspiration for your next campaign, Character Concepts has what you need. This article examines two ideas made more feasible by the recent release of Arcane Power. The first is the hellbound mage. Like Faust, the hellbound mage has made a bargain with the forces of Hell for power. The second concept is the arcane archer, a spellcaster who uses a bow to deliver magic effects.

//Both the tiefling race and warlock class suggest the idea of characters who have made a Faustian bargain, but playing a character that has signed over her soul can be a challenge. The concept of the arcane archer comes from a popular 3rd Edition character who used missile weapons to deliver his magical effects. Both of these concepts can be developed in interesting ways with existing powers and feats.//

By John Zamarra

With the introduction of the new powers and feats in Primal Power, the game landscape changes and opens up new options for primal characters. Whether you're interested in seeing how some of the things within Primal Power can work for your primal character or need a quick character concept for your game, Kiel and Rasa can provide you with something useful. Kiel, a self-styled seismic guardian, can keep all foes on their heels, and Rasa hopes to ensure that every member of his party works at an optimal level ... and then some.

//On the cusp of epic power, Kiel's encounter and daily powers can knock enemies prone. Most of her powers cause the earth to shake over an area, and her utility powers allow her to focus her ire onto one enemy to toss it exactly where she needs that enemy to be. Kiel ranks about a 7.4 on the Richter scale now since she leaves a trail of devastation whenever she erupts. Only the sturdiest enemies remain standing when she's done. //

By David Noonan

The Scales of War Adventure Path kicked off last month in Dungeon #156. This month, we offer you a chance to customize your character uniquely to Scales of War with these character background concepts. Although intended for use with Scales of War (future adventures might incorporate some of these background elements as plot devices), they’re eminently suitable for any D&D campaign.

//The setting of the Scales of War Adventure Path is more implied than actual. That’s intentional on our part. We want you to make the world your own rather than define it for you (beyond the degree of definition required to place future adventures).

But from "Rescue at Rivenroar" onward, the characters at your table will come to life and develop their own backstories, goals, and agendas. As a launching pad for those backstories, we offer this slate of character backgrounds.//

By Robert J. Schwalb

The drow of the Forgotten Realms have long endured a reputation as some of the most vile and reprehensible creatures living anywhere in, or under, the land. But after the Spellplague, more and more drow have come forward to reject their heritage—and the decrees of Lolth. With this article, explore these renegade drow in greater detail, with new character options that include new racial feats, magic items, and even an epic destiny, among others.

//From the moment of the ancient betrayal, the drow have dwelled in the bowels of the earth, nestled in the bosom of the Spider Queen, where they suffer her insane whispers and attend to her capricious demands. For most, there is no life other than service to Lolth. They want nothing more than to be the vessels of her dark desire. To deny the wishes of the goddess is to invite unspeakable agony, scorn, ostracism, and, most likely, annihilation. Indeed, few drow even dare to think of breaking with the traditions that have informed their culture for hundreds—if not thousands—of years, for who can say whether the Spider Queen is listening when your thoughts turn to treason?//


By Bruce R. Cordell

Aboleths are some of the most powerful and dangerous creatures most adventures will ever face. Few things could be more terrifying than probing into the heart of an aboleth lair in search of the nightmare creature and its brood. That's exactly what heroes may be called upon to do when faced with the challenges, encounters, and new varieties of aboleths presented in these adaptations from Bruce R. Cordell's novel City of Torment.

//The aboleth’s three eyes blinked in unsyncopated rhythm. Two eyes swiveled to fix on Anusha, and one stared at Yeva. The creature charged. Its tentacles lashed across the width of the corridor. The air around it churned with a fine mist of slime, and it gave voice to a terrible keening ... . As it swept past, Yeva glared at the monster, her eyes achieving a lethal focus. A barrage of rainbow colors swept across the aboleth. It shuddered and twisted as tears and cuts spontaneously appeared on its skin in a dozen places. Dark blood oozed forth to mix with the aboleth's coat of slime.//


By Aidyn Newman

The druid is, by its very nature, an incredibly versatile class. The ability to not only cast spells, but also fight in beast form allows druids to take on many different roles in a party. In addition to this, they can also become many different kinds of animals, with distinct combat styles of their own. A boar might rush headfirst into battle, whereas a hunting cat might wait stealthily for the perfect moment to strike before revealing herself. This is where the druid’s true versatility comes into play ... enhanced by the new feats and evocations in this article.

//A panther prowls the jungle, crouched low to the ground and ready to pounce at a moment’s notice. Lying in ambush, latched to the ceiling of a warm, dank dungeon, a giant spider awaits its next victim. Roaring in glorious defiance, a proud lion bolsters the resolve of its pack, its enemies trembling in fear. The druid is all of these things and more -– the very essence of the wild in complete harmony. //

By Mike Mearls

At the School of Twenty Blades, young warriors learn that a warrior who relies too heavily on a single weapon is doomed to eventually match his technique against a foe who can exploit his style’s weakness. No single school of martial arts is perfect. Students learn a broad range of tactics in a flexible approach to the fighting arts. A variety of stances are used to react to an enemy’s tactics. Ranged weapons are important to hit the enemy before it hit you; shields are used both offensively and defensively; and endless variety and adaptation allow wildly different approaches with just a few weapons. A fighter who studies the School of Twenty Blades is unmatched in his ability to react to his foe’s tactics.

//The School of Twenty Blades is a small, unassuming building nestled on the edge of the civilized world. Most passersby mistake it for a private residence or the workshop. The old man who sits on the building’s front stoop looks unassuming. Few would guess that he is Crelden Varn, one of the greatest living weapon masters. //

By Robert J. Schwalb

The fighter serves as the foundation on which many parties stand. As the reliable presence who holds fast in the face of adversity, the fighter is a constant and dependable ally who carries heroes through dungeons and ruins, encounter after encounter, without complaint. The fighter's lasting popularity originated in the class's ease of use. A new player could figure out the fighter's function and rules with little trouble. With the 4th Edition fighter, ease of use remains, but it hides a deeper complexity that can enrich playing these characters.

//Welcome. By coming here, you have proven that you have the desire to learn. But do you have what it takes to become a warrior? We'll give you discipline. We'll give you strength. We’ll toughen you up. What we can't give you is the will to complete the training. It doesn’t matter if noble blood flows through your veins or if you are the last son in some dunghill speck of a town. Do you have the courage to fight? Look deep into yourselves. Can you do this? There is no shame in leaving now. If you have a single doubt in your mind, go. Seek another path. If not, be welcome, worms. It's time to fight.//

By Ari Marmell

The knowledge that some of the divine essence of Amoth yet remains in the cosmos led to the rise of a new cabal: invokers devoted to the memory and precepts of murdered Amoth. These secretive invokers channel the lingering might of Amoth, rather than drawing on the power of one or more deities. Called both the Adherents of Kalandurren and the Arbiters of Forgotten Justice, this cabal seeks to spread justice in Amoth’s memory. The interpretation of “justice” is subjective, however, and some members drift far from the path of the greater good. The cabal’s teachings are formally available only in a select few temples and monasteries, but rare invokers have stumbled upon these powers and prayers on their own.

//Though many thousands of years have passed and even the gods have largely moved on and forgotten, some among the mortal beings refuse to abandon their memories of Amoth the Just. A god of justice and mercy, the Lord of Kalandurren was one of the greatest lights of the pantheon -- until he was murdered by a trio of foul demon lords. Yet even now, millennia later, Amoth's divine essence remains in the cosmos, spread throughout the reaches of the Astral Sea. //

By Greg Bilsland

This month's Class Acts features new powers for the swordmage. Fresh from the pages of the Forgotten Realms Player's Guide, this new defender class wields arcane power to defend his allies and defeat his foes. Enjoy these additional powers with your new swordmage character.

//A swordmage wields an arsenal of elemental attacks. Brandishing a blade infused with arcane energy, a swordmage is a force to be reckoned with. A character can unleash an inferno upon enemies one round and launch a frosty assault the next. Although this gamut of powers can be a boon when faced with enemies resistant to a particular element, it also hinders one's ability to specialize with a particular element. If, for example, a player wanted to fashion a swordmage as a pyromancer, he or she would find no choices conducive to this path at 3rd, 5th, or 9th levels. This article provides elemental-based powers across the Heroic tier to fill in the gaps and offers a path for feats and attack powers to maximize one's elemental potential.//

By Robert J. Schwalb

Playing a bard isn't all about rhetoric and overacting. All that multiclass versatility lets a player experiment with his character's jack-of-all-trades nature as much or as little as he wants. One bard might not pick up any multiclass feats, and that won't diminish his function as a strong leader. Another bard might invest in nothing but multiclass feats, while a third opts to invest in just a few, expanding her ability to step into the shoes of other party members as needed. This installment of Class Acts introduces four bardic paragon paths with four different power sources: blessed psalmist, daring blade, mythic skald, and resourceful magician.

//The Astral Sea resounds with music, from the glorious choruses of angels to the grim chants intoned by legion devils marching to war. Bards weave arcane magic into mundane songs and music, but those who listen, who hear the wondrous music found only in the Astral Sea, can add its unique qualities to their own melodies, blending arcane with divine into a harmonious performance that can move the hardest of hearts.//

By Logan Bonner

Devotion and religious knowledge define all clerics, but beyond those categories, they’re a varied bunch. The aggressive, forest-dwelling elf cleric of Corellon and the pacifist, urban halfling devoted to Erathis both have greater faith than most people, but they approach interactions and battles in far different ways. Many factors influence, and are influenced by, your choices between ranged and melee combat, and healing, buff, and control powers.

//Worship is a language all can speak and all can understand. Only when we pray do we speak with our true voices and express the desires of our souls. Through the investitures of faith, one’s voice becomes louder and more clear. One chosen by destiny to follow this path must speak to one’s god for the benefit of many who are less faithful. The responsibility of calling out for the protection of the world often falls upon the strongest voices in worship and faith.//

By Mike Mearls

Some rogues use stealth and trickery to defeat their enemies. Others combine agility with an unmatched talent for the blade to overcome their foes. A duelist rogue relies on reflexes and cunning to hone his or her skill to a razor’s edge. They do so with the aid of the twelve new powers and six new feats introduced in this article.

//In a duelist rogue’s hands, a rapier or other blade becomes a tool for attack, defense, and trickery. Compared to other rogues, the duelist is better at fighting alone, since the duelist’s exploits allow him or her to boost defenses. The duelist is also good at isolating and overcoming a single opponent, since he or she has some options that grant sneak attack damage without a flank. //

By Bruce R. Cordell

The Verdant Silence is a furtive martial order that appears to safeguard natural forests and Feywild crossings from corrupting influences. The secretive group, whose innermost membership has never been disclosed, seems generally benign to those of good heart, though a few stories suggest otherwise. Most believe the lodge sets itself against anything that seeks to disrupt the forest's heart, especially those things that threaten to spill into the Feywild. However, they expend much more effort in opposing disruptions that are in any way tainted by aberration. See the Verdant Silence ranger build and the verdant silence weapon in this month's Class Acts.

//Adventuring rangers who wish to learn more of the Verdant Silence are advised to seek the forest's center, walk quietly and calmly into its green embrace, and then await the Masters.//

By Travis Allison and Eytan Bernstein

One of the joys of Dungeons & Dragons is playing a hero of legend. Throughout human history, people have needed legendary heroes to defend their cultures against outsiders. These warriors drew upon their myths and their courage to confront the invaders. This archetype also thrives in the worlds of fantasy, and the warden offers players the chance to become a hero who brings this legacy to life. Understanding how a warden functions is essential to creating and playing a character who lives up to its legendary heritage while helping the party create a new set of legends.

//The first guardians of this forest were peasants before they were levied into the armies of Nerath. Those who survived returned to the forest, where they found the training that the collapsing empire had neglected. They learned to revere life, to draw strength from the growing world, and to stand fast. When they walked through these woods, they held their polearms high so that the curved blades would shine forth like a crescent moon for all to see. Those who belong here could see an ally was on the way, and invaders knew fear when looking upon these blades. That's what it means to be a warden.//

By Stephen ~Radney-MacFarland

This issue, Class Acts brings new powers and options for the warlord. Masters of strategy, these leaders excel at leading their allies through one difficult battle after another. But in this article, learn about the warlords of long-fallen Bael Turath and the powers their multiclass warlord/warlocks wielded.

//Resourceful. Bravura. Commanding. Inspiring. All these words describe the warlord. Unlike the cleric who channels leadership by using divine inspiration, a warlord digs deep into her inner being to pull victory from defeat and inspire her companions toward victory after victory. But some warlords find inspiration and power beyond their ken to supplement their native tactical genius. One of the most dramatic examples of this tradition comes from fallen Bael Turath as detailed in sections of The Hellpath Tome.//

By Robert J. Schwalb

The Daughters of Blackest Night authored the fell Blasphemous Libram, which allows them to destroy the souls of their foes. Learn the secrets of this dark coven, and unlock the powers and feats they have developed to vanquish your own enemies.

//Warlocks are dangerous. Entering a pact is no common event. The entity often requires something in exchange. What a warlock offers varies from individual to individual, but the idea that the warlock would offer something precious enough to gain vast power, no matter how just the cause, suggests a willingness to do anything to obtain goals. If a warlock can be tempted to offer up his or her soul for a few spells, what else might that warlock do for even greater power? //

By Rodney Thompson

Class Acts returns to Dragon in issue #364 with a new support article for wizards. If you’re looking to play a master of deception who looks to turn his enemies’ minds against them, this article featuring new illusion spells is right for you. Featuring a number of classic D&D illusions, as well as some newcomers, this Class Acts is ready for immediate integration in your D&D campaign.

//Few wizard archetypes are more recognizable than the illusionist, a spellcaster that calls up false images and sounds using arcane power to fool, confuse, and otherwise befuddle his foes.//

By Mike Mearls

The wizards of the Feywild, chief among them eladrin and gnomes, are potent adepts of the arcane arts. Such magi consider themselves more sophisticated, scholarly, and skilled than their counterparts in the world. Their attitude is driven in part by their approach to battle magic. To a spellcaster of the Feywild, a spell must either express a wizard’s superiority to other creatures or demonstrate a sleek elegance that puts to shame even a skilled warrior’s talents. You'll find 14 such spells, from level 1 to level 27, in this article.

//Your words move in a spiral, folding into themselves to deceive your enemies. You weave a magical attack into them that remains in your grasp should your foe’s mind prove too strong to overcome.//


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By Ari Marmell

Asmodeus has many powerful servants, but few inspire as much dread as Alloces, warper of flesh and render of souls. Depraved, disgusting, obsessed -- these are how the devils who admire him describe this archdevil. Responsible for some of the Nine Hell's foulest creations, the Butcher of Nessus is revealed for the first time.

//So great is the reputation of devils for scheming and for deceit, it is easy for mortals to forget that Hell is not merely a place of treachery and backstabbing, but of unspeakable torments and of horrors. Through deals with mortals and pacts with gods, through honeyed lies and grasping claws, through crime and cruelty and sacrifice, Asmodeus's Hell claims a portion of the souls of dying mortals, damned either by their ties to devils, or through the machinations of devils and their servants. To the devils, these souls are all the same -- clay to be sculpted . . . even as it screams.//

by Ari Marmell

The Nine Hells are home to all manner of unique devils, each scheming and plotting to harvest more souls and ascend to new heights of depraved power. But Beleth has outlasted nearly all of them. A devil seemingly content to associate with some of the "least" of all devils, the Prince of Imps, as he is sometimes called, has found a niche that seems impervious to the wiles of the devils around him, all while making Beleth one of the most indispensible -- and dangerous -- of creatures in Asmodeus's realm.

//Evil as it may be, the upper hierarchy of the Nine Hells is a structured, orderly system. This is due, in part, to the lingering remnants of the days of old, since the beings who rose up against their divine master seek a sense of purpose and equilibrium in their new and cursed existence. It comes, in part, from their efforts to organize and keep an eye on each other, for what devil in his right mind would trust his compatriots?

And it comes, in part, from the dictates of Asmodeus, who seeks to build an army capable of spreading across the cosmos—and who watches each and every one of his underlings with an unblinking eye, lest any rise up against him as he did against his own master.//


By Shelly Mazzanoble

Shelly ponders what she'd like to give the players in her group … and what she'd like to give their characters.

By Shelly Mazzanoble

Shelly has more innovations for D&D. See what's up her sleeve as spring rolls around.

By Shelly Mazzanoble

Shelly helped "design" a new familiar. Now check out the results!

By Shelly Mazzanoble

D&D's "~Player-in-Chief" shares more of her wisdom and insight.

By Shelly Mazzanoble

D&D's "~Player-in-Chief" shares more of her wisdom and insight. 

By Shelly Mazzanoble

D&D's "Player-in-Chief" shares more of her wisdom and insight.

By Shelly Mazzanoble

Shelly gives thanks for D&D for being able to teach kids important life lessons and wonders what her life would be like if she'd started playing sooner.

By Shelly Mazzanoble

D&D's "Player-in-Chief" shares more of her wisdom and insight.

By Shelly Mazzanoble

Shelly wonders what happens if she openly advertises her fandom of D&D and tells us all about what happens.

By Shelly Mazzanoble

Shelly wants a job in R&D, and she's going to get it.

By Shelly Mazzanoble

Shelly continues her quest to become D&D's first player representative.

By Shelly Mazzanoble

Shelly ran a game of D&D for her parents over the holidays. See how her next grand experiment went.

By Shelly Mazzanoble

Shelly talks about how what she learned as a DM made her a better player.

by Shelly Mazzanoble

Shelly’s finally run her first game. For real. Was her planned bribery of food and drinks necessary?

By Shelly Mazzanoble

Shelly continues to describe her first experience as a new DM.

By Shelly Mazzanoble

D&D's "Player-in-Chief" shares more of her wisdom and insight.

By Shelly Mazzanoble

D&D's "Player-in-Chief" shares more of her wisdom and insight.

By Shelly Mazzanoble

Shelly's run her first game. Was her planned bribery of food and drinks necessary?


By Keith Baker

A new feature debuts this month with Court of Stars: The Prince of Frost. First described in Manual of the Planes, this archfey rules in the Feywild as one of its most powerful denizens. Surrounded by a devoted court and guarded by his blade of ice, the Prince makes for a chilling campaign villain.

//A land exists where the sun never rises and the moon never sets, where the trees are forever dusted with frost. To the north, a mighty glacier rises to touch the sky. To the south, moonlight glitters off the surface of a vast lake, its dark depths hidden beneath a thick sheet of ice. This is the Vale of the Long Night -- the dream of deepest winter. If an ill-fated star lights your way, you might come upon a citadel that shines in the darkness -- a tower whose walls appear to be built from millions of shimmering diamonds. These are no earthly gems, however. This is the Fortress of Frozen Tears, and its walls are built from pure sorrow. The fortress serves as the home of the Prince of Frost, mightiest of the Winter Fey.//


By N. Eric Heath

Mysterious and deadly, fell taints can add a new dimension to any adventure, and they make a great change of pace from the standard low-level fare of kobolds, skeletons, and giant rats. Yet in middle levels of the heroic tier they can still provide serious challenges for even seasoned adventurers. Learn all about these intriguing monsters in this month's installment of Creature Incarnations.

//Fell taints are beautiful, translucent orbs of wispy tendrils that flow and writhe as if in winds that aren't there. They have a subtle iridescent glossy sheen and are about 2–3 feet in diameter. Adding to their strangeness is the fact that they don't make any noise. Frequently their victims scream in agony or whimper in despair, but the fell taints themselves are completely silent no matter what they are doing at any given moment. A fell taint's victim can feel a hit from the fell taint, but the fell taint's tendrils continue to twist and flow undisturbed.//

By Ari Marmell

Creature Incarnations is back this issue, this time featuring the foul spawn of Yeenoghu. The ravening gnolls pursue their demon prince's agenda almost mindlessly, destroying any and all they encounter. In this article, we introduce several new kinds of gnolls, as well as a new mount used by gnoll tribes everywhere. See some of these gnolls in action in "Den of the Destroyer," Dungeon #160's Scales of War adventure.

//Few of the humanoid races, no matter how murderous, are as feared as the bestial, demon-worshiping gnolls. More brutal than bugbears, more vicious than orcs, they are a blight on the land. In the name of their Abyssal lord Yeenoghu and driven by their own predatory instincts, they lay waste to entire communities -- and of all their victims, all their prey, the dead are the luckiest by far.

The gnolls presented in the Monster Manual represent some of the typical members of this terrible race, the warriors you might find at the heart of most gnoll tribes. A great many variants exist, however -- some the result of differing bloodlines and alternate training, while others are touched with the power of the demonic Ruler of Ruin himself. The following gnolls do not represent a specific tribe, but rather are divided into three general categories: the chaos-twisted beast-born, the mighty havoc gnolls, and the so-called "ruin-touched," which have allowed themselves to be subjected to great rituals in Yeenoghu's honor.//

By Mike Mearls

Introducing a feature new to the pages of Dragon: Creature Incarnations! This recurring feature will take monsters you know and love from D&D and offer up new varieties for use in your game. Our goal is to make encounters with existing monsters as varied and interesting as we can. In this, our first installment, we present kobolds! Check out the kobold chieftain, rat master, and vermin handler, along with several other new kobolds that can be used to fill out your burgeoning kobold lair.

//The kobold’s shifty ability might not seem too useful at first, but after running a few games you should start to notice its utility. Shifting twice in one round is a powerful tool, especially in close quarters. In addition, keep in mind that shifting as a minor action is essentially a +1 bonus to speed. A kobold can move up to its full speed and then shift into an attack position.//

By Mike ~McNerney and Greg Bilsland

Adventurers frequently leave the safety of civilization behind and sojourn into uncharted and uncivilized lands. The lack of civility they might encounter has no greater representative than the orc. An orc, no matter the tribe, embodies barbarism in one form or another. When you need an enemy that disrupts the civilized world by its mere presence, you need an orc or even a tribe of them. That's what you'll find in this month's installment of Creature Incarnations.

//Sometimes a single tribe of orcs is insufficient to achieve an end that an orc leader desires. In these cases, orc tribes join together to form a horde. Within a tribe, an orc's position is determined by its strength, though strength can be a relative term depending on what the orc tribe prizes most in its members. Orcs take challenges from powerful opponents, including fellow orcs, seriously. But, true to their cunning nature, if an enemy appears close to equal or even stronger, orcs try to swarm that enemy, relying on superior numbers.//

By Daniel Marthaler

Zombies have tormented adventurers and consumed their brains for years, but with 4th Edition, we saw our first real innovation in D&D zombies. Creatures such as the corruption corpse and chillborn zombie have now risen from their graves to join the zombie ranks. But following the philosophy that you can’t have too much of a good thing, we present even more zombie variants in this Creature Incarnations.

//Zombies are a timeless staple of the undead. Whether providing a suitable sea of minions for a more cerebral villain or shambling to their own tune, these ambulant corpses are perfect for giving adventurers nightmares. This article details eight new zombies just dying to be unleashed upon your players.//


By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Bart Carroll and Steve Winter

We here at Wizards of the Coast were extremely saddened to learn of Dave Arneson’s passing. As co-creator of Dungeons & Dragons, Dave affected all of our lives, and this month we wanted to make the small gesture of looking back on some of his contributions to the game we care so much about.

*Note: There is no direct link for this article, as it does not appear in the month's table of contents. It was a last minute addition in response to the passing of Dave Arneson. It can be read on page 85 of the compiled Dragon 374 PDF.
By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Steve Winter

A look back at D&D through past editions.

By Bart Carroll & Steve Winter

A look back at the D&D cosmology through past editions.

By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Bart Carroll & Steve Winter

A look back at D&D through past editions.

By Bart Carroll & Steve Winter

A look back at D&D cosmology through past editions. //[Asmor's note: This is obviously about undead, not cosmology. This teaser is apparently copied from the last installment of D&D Alumni]//

By Bart Carroll and Steve Winter

A look back at D&D through past editions.

By Peter Schaefer

The White Lotus Academy has stood for centuries as a repository of arcane learning. It has weighty traditions and holds itself apart from politics, and members of the faculty do not ask for outside help with their problems for reasons of privacy, pride, and public relations.

All is not as it seems in the academy ...

Danger at White Lotus Academy is an adventure for 7th-level characters.

//A school that teaches all things arcane is never quiet. But when the school's students begin to disappear and the headmaster seems unwilling to investigate, someone must look into the matter.//

By Greg Marks

The eladrin city of Mithrendain, detailed in Dragon #366, knew peace for many years. Now the council members squabble among themselves, and dark shadows lurk in the fair city’s heart. What troubles the once-bright city? Enter the world of eladrin and their politics at your own risk! An adventure for 12th-level PCs.

//Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets. In the ancient settlement whose golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city stood silent below the great magical seals that closed them in the waning days of the eladrin empire. Over long years, the folk of Mithrendain forgot the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches.//


By Mike Mearls and Robert J. Schwalb

This month's Player's Handbook 3 debut content introduces skill powers. These are utility powers that characters qualify for based not on their class but by virtue of their training in a particular skill. Skill powers are available to every character in the game, whether it's a fighter built using only the Player's Handbook or a genasi hybrid invoker/wizard using content from a wide range of resources. All of this content comes directly from the pages of next year's Player's Handbook 3, and you get to see it months before everyone else: just another of the great benefits of being a D&D Insider!

//A skill power is a way for a player to make a skill important in whatever situation he wants. If you want your high Diplomacy character to feel like a charismatic leader in battle, just pick out a combat-useful Diplomacy power. With a skill power, you extend a skill into whatever situation that power applies to.//


Every deity bosts his or her fair share of extremist followers, and fortunately, few of them gain enough traction in a region to cause much harm. Unfortunately, the Platinum Talons, in Bahamut's name, have become quite strong, through methods both effective and efficient. Willing to pursue justice their agenda in the name of their god at any cost, and suspicious of anyone not of their order, they seek to eradicate the stain of evil from the world through any means, even if it comes at the price of their own souls.

//The Platinum Dragon shines brightly in the world. Bahamut champions virtue and justice. He urges mortals to embrace their noble natures and to better themselves and the world around them. His holy texts teach them to reject the baser, destructive emotions undermining order's harmony. Erathis inspires mortals to reach further and to build and claim their rights to the natural world, but Bahamut teaches the wisdom to ensure that mortal achievements improve lives rather than destroy them. For the Platinum Dragon virtue and order are one and the same. Essentially, they are different aspects of the same ideal. Law without goodness is tyranny, while goodness without order is irresponsible and offers no protections for the weak, the infirm, and the destitute.//

By Ari Marmell

The followers of Bane are numerous, and they pursue the goals of their warlike god with unmatched tenacity. Learn about these dark acolytes of the god of tyranny and war, and see who counts Bane as their master. If your character has ever considered fighting for order above all else, Bane can find a place for you among his ranks, as well.

//Called the Black Hand and the Iron General, Bane stands as the god of war and conquest. Bahamut fights for justice, Kord as a show of strength, Gruumsh for love of carnage, but Bane fights with the world as his prize.//

By Robert J. Schwalb

The Raven Queen looms large in folklore, and most mortals have heard tales concerning her rise to power, her victory over the god of the dead, and her subsequent flight to the underworld, that gloomy realm called the Shadowfell. The particulars in each tale vary, but the important elements never change. Their telling and retelling cement the deity's place in the imaginations and fears of those who dwell beneath her cold scrutiny. The Raven Queen elicits loathing and love, occupying a contradictory place, but a coherent one all the same when viewed through a mythological lens.

//Death has no name, yet it looms everywhere. One can hear it in a mother's wail and in the rattling breath slipping out between spittle-flecked lips. One can spy it in a predator's eyes or in the glassy-eyed stare of the freshly slain. Its heralds screech as they wheel over ripe fields, grown fat from war's excesses. All who have lost a son, daughter, spouse, or parent know death -- and they know it best as the Raven Queen. //


By Matt Sernett

The Dungeon Delve supplement will be out soon, and while it's about as plug-and-play friendly as any book we've ever done, you can also use the book in some innovative and interesting ways. So even if a delve-style adventure isn't your cup of tea, you might want to check the book out for its other uses. Some of these ideas are described in the supplement, but "Delving into Dungeon Delve" gives you even more options for digging into this rich new book.

//Dungeon Delve offers thirty delves, one for each level of play. "Delve" is the book's shorthand for three linked encounters that create a sort of mini-adventure. In addition to advice for how to customize or extend each delve, the book also provides over forty new monsters and new traps interspersed throughout it. Other monsters might be new to you as well if you haven't purchased a copy of Manual of the Planes, Draconomicon: Chromatic Dragons, and Open Grave: Secrets of the Undead.//


By Robert J. Schwalb

The Demonomicon of Iggwilv reveals another of its entries, this time focusing on the Prince of Beasts, Baphomet. The savage and unpredictable demon prince is statistically profiled in the forthcoming Manual of the Planes, but in this article, delve deep into the inner workings of Baphomet's plans, allies, and his many enemies.

//Forces in the world -- cruel, carnal, bestial forces -- seek to unravel the divine and shatter its works. They struggle to turn mortals against one another and to tear down the works of civilization. The goal is to allow evil and chaos to run free. Such forces are known by many names: Graz'zt, Orcus, Yeenoghu, and others. However, one has an insidious presence that worms into mortal hearts and minds and deceives them into turning away from righteousness to embrace brutality. This agent of destruction is Baphomet, who is also known as the Prince of Beasts, the Trampler, the Minotaur Lord, and the Horned King. Born from the churning chaos of the Abyss near the dawn of time, Baphomet is the embodiment of savagery, one of nature's most destructive aspects, and the catalyst that looses the beast residing in us all.//

By Robert J. Schwalb

Destruction defines Codricuhn's purpose-- Creation’s utter and complete annihilation and a slow and agonizing death for those who live in it. With its end, the Feywild and Shadowfell will discorporate and dissolve into their fundamental substances. The Astral Dominions will recede into the silvery void and carry their gods with them into the ether, dead or forgotten. In their absence, a new world will take shape-- a world imagined by evil and to serve the purpose of expanding the Abyss’s fundamental darkness to all realities. This evil’s will is what drives Codricuhn up through the Abyss’s many layers, its appearance sparking terrible battles and appalling violence.

//A single glance at this demon prince’s tortured form might suggest an unthinking beast or a tortured brute bent on attaining some impossible goal. Scrutiny reveals a dim sentience in the one baleful red eye, which is a gaping wound containing a jaundiced orb replete with crimson iris around an impenetrable pupil. As the eye rolls about, drifting in the socket, he aims his awful gaze, weeping bloody tears as if imploring witnesses to somehow stop him from attaining his unspeakable objective. //

By Ari Marmell

Turaglas is a horror without fixed shape, an enormous tide of viscous flesh replete with a hundred mouths of every shape and size. Its form constantly shifts and moves, and ranges from flesh-pink to sickly green to the pallid gray of a rotting corpse. Those unfortunate enough to stare into one of its gaping maws see nothing but teeth of bone and iron and an endless corridor of blood and blackened flesh. Turaglas is the grotesque embodiment of the Abyss's chaotic fury and ravening hunger.

//Lo, here I stand upon Abyssal verge, bottomless vast that would all things consume. Batten it upon all life, all light, all souls, still never be it slaked. An eternal hunger that can never die, into far worlds it reaches, always seeking, ever feasting. Cry "Demon!" Cry "Devourer!" Cry "Ebon Maw!" Name it as you will, it heeds not your names. He needs only you, and yours, and all your world. Eternal hunger that can never die, never be it slaked. For it is the Abyss, and it is he, and all that is, is naught but its provender.//

By Robert J. Schwalb

The Beast of Butchery rules his realm in the Abyss through rampant, unpredictable, and grotesque levels of violence. Learn about the Demon Prince of Gnolls—his exarch, his followers, and his goals in this newest entry torn from Iggwilv’s legendary tome. Discover the Beast’s muddied past, and the plans his rabid, fanatical, and bloodthirsty gnolls have for the world.

//“On a throne of bone, in the dim light of smoke-filled hall, surrounded by the sounds of screams and the endless grinding of the wheels far below, sits the Beast of Butchery…”//


By Tim Hitchcock

An inheritance should be something you enjoy, but not for Valmour Tessount. His father’s mine stopped producing long ago, and only an unexpected discovery in his father’s papers has the estranged son eager to explore his new acquisition. But then miners went missing, and Valmour is doing anything he can to salvage the situation. But more importantly, what lurks in the depths of Tessount’s Folly, were it to get loose, could cause problems for more than the mine’s owner.

//The black-sheep son of prominent aristocrats, Valmour Tessount found himself written out of his father’s will when his hedonistic behavior shamed his family once too often. In an uncharacteristically public display, the senior Tessount announced that he would bequeath his entire estate to Valmour’s younger brother Sanoped. In response, Valmour pilfered a sizable cache of gems from the family vaults, took up the path of the warlord, and embarked on a life of debauchery and ill-fated adventures. Now, the prodigal son has a chance to restore his fortunes, but a deadly curse stands between him and the wealth he claims as his birthright.//

By Mike Mearls and Chris Sims

On the last morning of this year's D&D Experience 2009, R&D ran the gauntlet of an open Q&A forum.

By Logan Bonner and Mike Mearls

Logan and Mike talk about the creation of these two classic D&D classes as the launch of Player's Handbook 2 approaches.

By Mike Mearls

The staff discusses the goals, strategies, and details of class design. 

By Rob Heinsoo and James Wyatt

Rob and James discuss the evolution of the 4th Edition death and dying rules.

By James Wyatt

Learn about the challenges in designing dragonmarks for D&D 4th Edition.

By James Wyatt and Keith Baker

The new Eberron Campaign Guide is here. Get the inside scoop on the design of 4th Edition Eberron here.

By Logan Bonner and Stephen ~Radney-MacFarland

Explore the arcane in the newest Design & Development column.

By Andy Collins and Jeremy Crawford

The ins and outs of design are discussed in detail in this ongoing series.

By Andy Collins

Two Design & Development columns in one month! That's because we have two playtests in one month! Andy Collins examines the revised version of the Hybrid Character rules.

By Logan Bonner and Peter Schaefer

Take a behind-the-scenes look at some of the concepts in the newest D&D supplement.

by Mike Mearls and Chris Sims

Dragon 365: Explore the ins and outs of monster design, from both our mechanical design and development teams.

Dragon 372: At this year's D&D Experience, R&D presented the following seminar on Monster Design—creating new and custom-tailored creatures for your game.

By Michele Carter and Bill Slavicsek

Another behind the scenes look at the creation of the D&D game.

By James Wyatt and Rich Baker

Rich and James discuss how the cosmology of D&D evolved with the design of 4th Edition.

By Phil Athans and Bruce R. Cordell

Phil and Bruce discuss the philosophy behind the Forgotten Realms timeline shift, as well as other critical decisions regarding the new Realms.

By Stephen Schubert

We premiered the artificer last summer on D&D Insider, and the class changed thanks to your playtest feedback. Learn about how fans shaped the final version of the class here.

By James Wyatt

D&D's newest race, from Player's Handbook 2, is unveiled and discussed in detail.

by James Wyatt

The author of the DMG takes us on a behind-the-scenes tour of the process that went into creating the book.

By Andy Collins and Mike Mearls

Learn about the design and development teams' approach to magic item design.

By James Wyatt

James talks about the half-orc and gnome -- why they didn't make the cut for the Player's Handbook and why they're back for ~PH2!

By Mike Mearls and Stephen Schubert

Explore the ins and outs of the monk's design in the newest Design & Development column.

By James Wyatt, Mike Mearls, and Rob Heinsoo

Mike, James, and other members of RPG R&D discuss the primal power source.


By Robert J. Schwalb

e believe that to fight evil, one must embrace its tools and methods. Such people reason that the end will justify the means, and no deed, no matter how heinous, is evil if performed in pursuit of the greater good. The Disciples of Vengeance believe this, and hold the ugly truths of the world close as they seek to stamp out wickedness and villainy wherever they can be found.

//In a world littered with the rotting carcasses of fallen empires, justice is often a dim memory from a time when laws protected the innocent and punished the criminals. The tiny settlements enduring today keep the order's fires burning, but with each passing generation, the rot deepens, poisoning civilization's heart and threatening that one day, all that is good and noble in the world will be ashes and ruin.//


By Robert J. Schwalb

Graefmotte earned its place among the domains of dread when its lord murdered his own son rather than see him die on a battlefield, lost amid a sea of corpses. The lord's selfishness and refusal to accept the consequences for his actions drew the fell attention of the dark powers, and, for his crimes, he and all his people were trapped in the Shadowfell, where the drama and tragedy of one man's evil dooms them all.

//Time hides tragedies, burying them in annals and histories scarcely read, but the Shadowfell is not so eager to relinquish these tales. Its realm holds vestiges from times past—seething pockets of human error and wickedness. Dark lords abound on this plane, and each was pulled into a misty domain to capture in amber their mortal failings. The plane makes new homes for the most desperate, depraved, and disturbed ever to walk the world of the living. Who can say how many dark lords are spawned by ancient conflicts punctuating the mortal world's long saga? How many traitors, cruel tyrants, and immoral deviants live on, trapped between life and death in a purgatory where they can while away time reflecting on the evils they wrought?//

By Daniel Marthaler

Long ago, the remote jungle outpost attacked by Arantor and Imrissa was known as Monadhan. Its ruin, toppled by time and choked by the forest, lies nameless and forgotten deep in a trackless rain forest of the mortal realm. In the Shadowfell, however, it still stands within the domain that shares its name. Most of the residents are ignorant of their home's proper title. Only traitors find themselves here: the greater the treachery and the more pathetic the reason, the more likely the perpetrator is to find a place within Monadhan.

//Monadhan is populated primarily by traitorous souls condemned there by whatever unknowable mechanism governs the Shadowfell, deposited from disparate times and locations, seemingly without rhyme or reason. A scattering of those born within the domain and a handful of unfortunates vomited forth from the mists round out the population. Regardless of their origin, those who hope to survive long quickly learn to watch their backs. Life is cheap in Monadhan, and trust too often comes with the highest price of all.//

By Matthew Sernett

The Domains of Dread, each surrounded on all sides by a strange and dangerous mist, come in many sizes and varieties. Each is a twisted and corrupt prison for the darklord that rules there. In this article, learn about Harack Unarth, the ancient Bael Turathian city known as Sunderheart in the Shadowfell. Ruled by a twisted tiefling, Sunderheart serves to remind her of the sins of her past life.

//THE SHADOWREALM holds more secrets than all other planes combined. Its fabric is mystery. Its nature is to disguise. Hidden in the endless gloom of the plane lurk domains of dread -- dark realms of tragedy and horror that draw victims down in circles of destruction. Few know of these places, for few ever escape. One such is Sunderheart.

Sunderheart is a domain of dread designed for ~PCs of mid-paragon level. Like other domains of dread, the ~PCs' primary goal once there is escape, and to do that, they need to learn something of the dark lord of the domain and why it came to be.//

[[ENWorld discussion|http://www.enworld.org/forum/general-rpg-discussion/243822-dragon-368-domains-dread-sunderheart-funeral-city.html]]
By Logan Bonner

Domains were a staple of deities in 3rd Edition, but not reintroduced in 4th Edition until Divine Power hit shelves in July. In that supplement, domains were listed for each of the core deities, but not for the various deities of both the Forgotten Realms or Eberron. With this article, though, you'll have all the information you need to add domains to your Realms or Eberron campaign.

//The worlds of Eberron and Toril have far different types of religions. One of the few commonalities is that each deity oversees certain spheres of influence. These domains provide a way for a character to focus on a certain part of a deity’s theme and to gain a closer connection to the deity by modifying at-will and Channel Divinity powers. (See Divine Power for the mechanical details of using domains.)

Your choice of domains, combined with the deity you worship, calls out certain traits of your character. A Tempus-worshiping cleric with the protection domain might be devoted to guarding allies in battle (and takes powers that give the most healing or defensive benefits). A different cleric might also follow Tempus, but choose the war domain instead, and lead allies charging into battle (choosing the battle cleric build and Strength-based powers).//



Note: The Table of Contents lists an article on designing skill challenges by Mike Mearls, but it is not linked, is not in the compiled PDF, and I was unable to find anything on it.
By Ari Marmell

Fighting dragons is a hazardous undertaking, even for adventurers. Prepare for the inevitable with "Dragon Slayers," which features plenty of options for the brave (or foolish) heroes about to fight these fierce and deadly creatures.

//The Draconomicon: Chromatic Dragons offers ~DMs a vast array of tricks and tools to make their dragons more challenging, more potent, more interesting, and more exciting. But what about those adventurers who must face said dragons? What about those characters who, like the heroes of myth, have devoted themselves to combating or studying these deadly and fierce creatures?

This article has your answers. Presented here are new paragon paths for each of the classes from the Player's Handbook. These paths are designed specifically for dragon-focused characters, be they dragon slayers or dragon servants (though some are more thematically suited to one or the other). Mechanically, they follow all the standard paragon path rules from the Player's Handbook.//


[[Kouk's Dungeon e-Magazine Master Index|http://forums.gleemax.com/showthread.php?t=1075889]]

By Daniel Marthaler

Trolls in any number will always pose a threat to local communities. But when a troll gets his claws on an artifact bent on stealing the souls of any heroes that cross its path, it must be dealt with. Tornak the Troll King has gathered his court and slaughtered any and all who seek to end his reign. Are your characters next on his menu? "Crown of the Troll King" is a Dungeons & Dragons delve for five characters of 11thlevel. The adventure is completely self-contained, so it can be used in nearly any D&D campaign.

    * See it now! (780 kb PDF)

Tornak, the self-proclaimed King of the Trolls, and his troll "court" are something of a local legend. He has raided nearby settlements for years, using tactics that were remarkably complex and disciplined (for a troll, anyway). His raiders have evaded or brutally destroyed any forces sent to combat them. Many brave and righteous heroes have set off into the mountains to end this scourge; all have met their end at Tornak's hands. The ancient, black iron crown beaten into the flesh of his head is rumored to bind the spirits of those he consumes to his will, preventing them from escaping to their rightful afterlife as well as granting him arcane powers normally beyond the reach of a simple troll.
The Dungeon Delve supplement introduces the delve style of adventure to anyone who hasn't had the fortune to be at a convention featuring our RPGA delves. Launching a new recurring feature of Dungeon is a sequel to the "Poisoned Shadows" delve from Dungeon Delve, by Greg Marks, one of the books authors.

//After having dealt with the Poisoned Shadows Assassins Guild, their dangerous leaders, and their patron the black dragon Nightshade, the party finds that the mysterious nighttime assassinations have not ceased. In fact, it appears as if allies of the PCs are specifically being targeted and so they might feel as if they have no choice but to venture into the sewers once more to thwart the return of the Poisoned Shadows!//


By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James talks about fleshing out his home base of Greenbriar, in preparation for his first session.

By James Wyatt

James continues building up his campaign centered on the town of Greenbriar.

By James Wyatt

The players are making their characters as James continues to explore the environs around Greenbriar.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

Back to Greenbriar, James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James takes a break from Greenbriar for a month as he talks about the other campaigns he's involved with and how they influence his design of the new campaign.

By James Wyatt

James discusses the villains in his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.

By James Wyatt

James discusses the latest changes to his fledgling campaign.


By Chris Sims

New to 4th Edition courtesy of Player's Handbook 2, devas are intriguing. But even in a world frequently touched by the gods, devas remain rare, and most mortals will pass their lives away without ever seeing one. Devas have dedicated their many lives to championing the causes of good in the world. Now you can learn all about their history, origin, and what it's like to be reborn.

//Most immortal beings are separate from the world. They live on another plane altogether, detached from the worldly concerns. Angels and devils, gods and exarchs pursue otherworldly agendas in the Astral Sea, often without concern for the world.

Not so with devas.

Devas are immortals who chose to join the world on its perilous journey. Although a few of these strange beings transcend the mortal plane, most are bound to whatever fate the world suffers. As a people, devas struggle to make sure that destiny is a positive one.//

by Chris Sims

The dragonborn ruled the world ages ago, but now they struggle to survive like any other race in a harsh world. Learn more about this new 4th Edition race in the return of the Ecology series to the pages of Dragon. Get inside their society, religious beliefs, and more!

//Myths speak of the birth of the dragonborn, though they differ in the telling. Tales, awe-inspiring and terrifying, tell of the rise and fall of dragonborn empires, the greatest among them lost to a war that is still remembered. And modern dragonborn live according to their heritage, more than one aiming to carve an eternal story into the world’s chronicles.//

By Rodney Thompson

The genasi have a long history in D&D, but now, in the new Forgotten Realms Player’s Guide, they’re a prime choice as a PC race. If you’re at all curious about this new 4th Edition race, jump into the "Ecology of the Genasi." This setting-neutral article will provide you with all sorts of information covering how to incorporate the genasi into any D&D game.

//Imagine for a moment that every day, when you awaken, the first thing you feel is the heartbeat of the world around you. Imagine that each day, as you go about your tasks, you feel the ebb and flow of the very elements. Imagine that the elements are so strongly a part of you that your body feels bonded to the world around you. Imagine that the most common elements of the world are not just ingrained into your very being, but are also yours to command and to bend to your will.//

By Logan Bonner

Claiming to be the only representatives of dragonkind who actively pursue Io's final vision for the world, mithral dragons are among the rarest -- and most potent -- of creatures. Choosing to live in the Astral Sea, these dragons nevertheless pursue agendas and plots that frequently take them into contact with creatures of the mortal world. Capable of having compelling and often true visions, mithrals seek to further their own plans at any cost, and woe to the lesser creature that tries to thwart them.

//With wide-reaching goals and the power to achieve them, mithral dragons have played a major part in shaping the history of the world and planes despite their relatively small numbers. Since mithrals care primarily about pursuing their own goals, they derive far more satisfaction in completing them than in receiving praise or fame for their deeds. Mithral dragons have been involved in major swings of power throughout history, but few know of their involvement. Even fewer know how, specifically, the dragons shaped these events. Except for scholars with knowledge of religion or the planes, few people in the world even know that mithral dragons exist. //

By Shawn Merwin

Sages the world over have many theories regarding the origins of the rust monster; however, none of them can say with any genuine certainty where the creatures came from or what the sources of their strange and destructive powers are. Doomsday cultists claim the creatures are harbingers of the end of civilization, while more exotic theories exist -- such as the one stating that the creatures were a mad wizard's invention to ward himself against the impending attack of the chain devils known as kyton. Each belief about the genesis of the rust monster is as wild and speculative as the next -- and you won't find a better source than this article!

//I've told you about the deadliest of demons and the most nightmarish creatures from worlds beyond our own. I've heard tales of the bravest of warriors and most cunning of rogues, men and women brave enough to stand before villains so hideous that the very sight of them could kill a normal person. But listen closely, young ones, and I will tell you of a creature that even the boldest of heroes flees from!//

By Brian R. James

Sharns are an enigma little understood by sages and rightfully feared by adventurers. Born of the last remnants of a dead world, these timeless beings embody raw eldritch might. They might rise to rule the mortal world, if they cared and could put their minds to it, but their agenda seems more sophisticated than temporal wealth or power. Their motives are alien and ever shifting. Some dare claim the sharns are insane. Sharns assert that what others call insanity is actually enlightenment.

//The sharns alone stand sentinel over this world of bones and ruins. Having achieved his ends, Tharizdun abandoned this universe eons ago. So mighty had the mad god become that he shed his divinity in a grand apotheosis, becoming something beyond a god -- something perverse and outside the known.

The sharns remained as the sentient remnant of all Tharizdun had destroyed and abandoned -- a collective of merged consciousnesses. For a time, forsaken and alone on a dying world, this chaotic amalgam watched and waited. It's unclear whether curiosity or boredom drove it to act, but soon the roiling amorphous form of pitch-black "sharnstuff" began to move across the brittle landscape. Something within drove it to explore and catalog the dying world.//


By Richard Baker

Some of the mightiest heroes of D&D make the Forgotten Realms their home, and now your character can prepare to become part of that august company. With the epic destinies in these pages, your character can join ranks with those who have shaped the Realms in ages past. Learn about the eladrin high mage or become a leader among one of the Realms’ favorite secret organizations as a Harper of legend.

//The Forgotten Realms campaign setting is famed for the powerful characters who have appeared in Faerûn over the years. Epic characters are a longstanding tradition in ~Abeir-Toril, ranging from the dreadful lich Larloch -- the most powerful of Faerûn’s mighty wizards -- to heroic figures such as the Seven Sisters or Elminster, the Sage of Shadowdale. With the advent of the Spellplague and the passage of a century, many of Faerûn's famous residents have departed to their eternal rewards (or punishments), but others still survive ... and the boldest and most successful of player characters can hope to someday join their ranks.//


By James Wyatt

Between the blasted wasteland of the Demon Wastes and the verdant forests of the Eldeen Reaches stand two barriers: the forbidding peaks of the mountain range called the Icehorns in the north and the Shadowcrags in the south, and the vast expanse of the Labyrinth. Although both are natural barriers that help protect the Reaches and the rest of Khorvaire from the evils of the Demon Wastes, the Labyrinth also holds protectors who have sworn their lives to protect the world from the fiends and terrors of the Wastes. These protectors are the Ghaash’kala.

//You stand on cursed ground. You may proceed no farther into this place of evil, and you may not leave to spread its taint. I offer you a choice: commit your lives to the service of Kalok Shash and the holy calling of the Ghaash’kala, or die where you stand.//

by Keith Baker

The Forest of Flesh is not Mordain the Fleshweaver’s only creation. The small, remote, and almost unheard-of village of Dolurrh’s Dawn is also a remarkable place. Here, it is said, the heroes of legend were recreated, born to walk the world again, but ignorant of their past deeds. Those in search of only the most specialized knowledge sometimes seek out this place, but getting to Dolurrh’s Dawn has proven more of a challenge than most heroes can take.

//A figure of dark legend, Mordain the Fleshweaver was driven from the Twelve after his attempts to create new life went horribly awry. Since then, he has lingered in the shadows of Droaam. “The Forest of Flesh” describes some of the terrors that exist in Mordain’s domain. But the woods hold wonders as well as horrors. The strangest of these is the village of Dolurrh’s Dawn, a bizarre point of light deep within the Kingdom of Monsters.//

By Keith Baker

Come explore one of Eberron’s darkest corners in this newest installment in the Expeditionary Dispatches series. KhrestRhyyl, the Forest of Flesh, is home to the creations of one of the most twisted minds Khorvaire has ever known. This deadly forest is home to all manner of foul creatures, but in this Dispatch, you’ll meet two of the worst: skinweavers. And the monsters are just the beginning…

//Mordain the Fleshweaver is the subject of dozens of horrifying tales. One story describes an early effort to create a new dragonmarked house, which instead produced a line of foulspawn that devoured Mordain’s own family. Mothers tell their children that Mordain steals disobedient youths for his experiments, replacing them with perfect simulacra so their parents never know. Whatever the truth of these stories, Mordain was excoriated from House Phiarlan in 797 YK.//

By Glenn ~McDonald

In this issue’s Expeditionary Dispatch, discover the lost, tormented village of Janus Gull. Cursed into near-nonexistence, its residents will never find peace until brave heroes stop the cycle of destruction started long ago.

//In the waning days of the Purge -- an attempt by the Church of the Silver Flame to eradicate all lycanthropes from the face of Eberron -- Thranish paladin Cormac Mael was dispatched to the Eldeen Reaches to lead a retinue of hunters. In the year 880 YK, just before being recalled to Aundair, Cormac and his band took shelter in the fishing village of Janus Gull on the northern shores of Lake Galifar.//

By Glenn ~McDonald

A new Expeditionary Dispatch is here! Learn about a small community struggling to survive on the edge of the Mournland: Stillwater Station.

//Since the arcane cataclysm known as Day of Mourning, the lands within the old nation of Cyre are among the most inhospitable in all Eberron. Shrouded in a perpetual dead-gray mist, the region is haunted by mutated monsters, sentient spells, and victims of the Last War who linger in the twilight between the living and the dead.

The Mournland, it's often said, is now quite literally a vast, open grave. The warm bodies of dead soldiers remain sprawled on the field of combat, refusing to decompose. Indeed, they occasionally rise to continue fighting a war that has long since ended. Plants and animals native to old Cyre have perished, or they have been twisted and mutated by arcane energy into foul perversions. Death holds dominion in the Mournland.

Yet even in this cursed and blasted land, at least one small community is tenaciously holding its ground.//

Floating five feet over a line of Cannithmade conductor stones and powered by an air elemental with enough speed to outrun a hungry dragon, the lightning rail is the premier travel service across Khorvaire. A scion of House Orien serves as conductor, overseeing a full complement of house crew to ensure that your trip is pleasant and comfortable. Specially contracted guards from the Blademarks Guild are vigilant, ready to insulate you from the wilds beyond your window, while a Fabricators Guild artificer maintains the coach and carts at peak performance. See the wonders of the world in comfort rivaling a Ghallanda lodge. Lightning rail -- fast, safe, and at your service.

//At the very front of the train, beyond a locked door and up a steep set of stairs, the helm platform stands buffeted by the barely leashed winds of Aino, the train's bound air elemental. Broad windows open out past the stabilizing vanes and onto the surrounding lands. Metal grating creaks underfoot. A crackling loop of electricity -- the lightning reins -- hangs limp, awaiting the next person who dares set his or her will against the bound elemental.//

By Matthew Sernett

The genasi of the Realms have carved out their own, very unique niche with the nation of Akanul. Airspur, its capital, is a wonder of magic. Built into the side of a coastal rift, its floating earthburgs and patrolling war drakes are awe inspiring. Learn about the rulers of Airspur, and the plots and machinations that make Airspur tick, with the first in this three-part series detailing the city.

//None who have seen it can think of Airspur without envisioning its heights. Its sun-baked streets wind switchback paths down the bright cliffs, its steep stairs cut nearly vertical ascents between buildings, and its suspension bridges arc between earthmotes high overhead. Titanic pillars of stone rise from the sea to the level of the land above, and gleaming elemental spires hang with crystalline clarity all throughout Airspur.//

By Brian Cortijo

All manner of interesting folk fill the streets and motes of Airspur. Among them are the genasi, and a myriad other races wander the roads and flying bridges of the city as well, if in lesser numbers. As with any city, one can find soldiers and merchants, criminals and adventurers. No matter how experienced a party of heroes might be when they first encounter the wondrous capital of Akanûl, the PCs can find adventure in Airspur if they look for it -- and this is the place to look!

//Bounding across rooftops and through the clouds themselves is Rilta, the bold and skilled burglar who makes a living stealing from Airspur's elite and wealthy visitors to the city. Although not malicious about her targets -- or the wealth she takes from them -- Rilta is nonetheless a proud and somewhat greedy thief who bristles at the thought of being embarrassed or beaten to a score.//

By Matt James

The city of Airspur is endlessly fascinating as a site for adventure and intrigue. In this article, you'll meet Alyshex, the half-orc weapons dealer; Kevrick, the Vistani elder; and Valshelar, a genasi whose ambitions and motivations are never clear. You'll also discover the beauty and majesty of Akanawater Falls -- and the mystery that lies beneath this crushing cascade.

//The beauty and majesty of Airspur is rivaled by none with its colorful hues and gentle flowing water beneath breathtaking earth motes. It is that which stirs underneath the calm facade of this genasi city that brings the unseen, let alone understood, and the uncertainty of the night. As with each city in Faerün, there is always another side; one that many choose to ignore or are simply too afraid to acknowledge. //

By Chris Sims

Aundair is a land of rolling plains and forests. Its people are earthy, idealistic, patriotic, and hungry for knowledge. Respect for arcane magic runs deep in them, and their nation produces some of the finest arcanists on the continent. In the intellectual and spiritual center of this diversity stands Fairhaven, capital of Aundair. Fairhaven is the center of Aundair, and due to many of the topics covered by this article, it fits well with any D&D setting that cleaves close to the game's core conceits.

//A widespread sect of the Blood of Vol, the Cult of Life operates in secret within Fairhaven. Its members are skilled and ruthless individuals who work to take positions of power, whether mercantile, religious, or political. Seekers who serve the Cult of Life sometimes meet to practice the rites of their religion and trade secrets. Only the most powerful Seekers know the truth at the center of their religion, and many of them possess dark powers that allow them to steal life energy or kill from the shadows.//

|Description:|Adds a New tiddler button in the tag drop down|
|Version:|3.2 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|

window.onClickTag_mptw_orig = window.onClickTag;
window.onClickTag = function(e) {
	var tag = this.getAttribute("tag");
	var title = this.getAttribute("tiddler");
	// Thanks Saq, you're a genius :)
	var popup = Popup.stack[Popup.stack.length-1].popup;
	wikify("<<newTiddler label:'New tiddler' tag:'"+tag+"'>>",createTiddlyElement(popup,"li"));
	return false;


By Erik Scott de Bie

The Eye of Justice is a heretical, hypervigilant branch of those faithful to Torm, god of justice. Members of this group brutally root out what they perceive as “evil” in the world around them. Perhaps unsurprisingly in an order composed largely of former criminals, their methods are ruthless and extreme, and they go to any lengths to enforce their own brand of justice.

//The Seers are without exception well connected politically, and each has ties to Westgate’s criminal elements, as well. Indeed, they have to have these connections or else they’d quickly lose their seats to rival Seers. As a result of these ties and a Seer’s willingness to use them, crossing a Seer is a mistake few make twice. //


By Ed Greenwood

Amreth Gaunt is one of the busiest of the master merchants operating on the east-west trade routes of the Heartlands. With a glib tongue and a swift, sly wit (which he hides in public dealings), it's no surprise that he's risen to the top of his profession. His life has been devoted to amassing wealth and information through travel and trade, and by either measure, he is a rich man. When characters need information, rare goods, or even a job, Amreth Gaunt may be the man to see.

//This sardonic, weathered, yet still agile man was born somewhere in the Heartlands, and his origins can best be described as mysterious. Gaunt claims not to remember where he was reared -- or by whom -- other than that it involved “lots of warehouses, and scurrying around in their lofts like a rat, fetching and carrying.” He gives the impression that he has spent all his five decades or so in shops or mercantile trading work. //

By Ed Greenwood

The Flame Door was founded to be a group of like-minded merchants, banded together for common profit. But espionage is a trade that pays a great deal more than most commodities, as the group's founder, Ajathan Strongheart, learned. Discover the secrets of The Flame Door and their mysterious leader in this month's Eye on the Realms.

//Across the Realms, many small -- often informal and secretive -- groups of merchants of minor wealth and power quietly work together for mutual gain. In Cormyr and Sembia, such cabals are numerous but typically pass unnoticed by the public and most courtiers. //


By Jennifer Clarke Wilkes

Artificers harness arcane magic in ways unlike any other class, and their influence is felt among all the arcane classes of Eberron. Nowhere is this more true than in the types of unique familiars that artificers have learned to employ. Now, whether an artificer or wizard, bard or sorcerer, you too can acccess the fruit of their labor. These unique familiars, as well as a selection of new familiar feats, will make your arcane caster's familiar the envy of your peers.

//In Eberron, as elsewhere, arcane practitioners sometimes bind spirits to physical forms to serve as assistants, guardians, or simple companions. The circumstances of that world allow familiars to take shapes not found in other lands. In addition, artificers (particularly those of House Cannith) extend their expertise to craft and enhance familiars in ways unknown to other sorts of arcanists.//


By [[Robert J. Schwalb]]

If you ever dreamed of running a gladiatorial D&D game, now's your chance. With "Fight!" you get the second half of Dragon's two-part article series on running and playing in gladiatorial games. With arena games, new traps and hazards, and all the rules a character needs to win over the fickle crowd, "Fight!" will provide you with everything you need to run a gladiatorial adventure or campaign.

//The chanting of the crowds, the stench of sweat, blood, and fear, and the howls of the dying fill the arenas of the Dungeons & Dragons world. Those with the courage to step on the field can find fame and fortune or brutal defeat. Death looks on in hunger, waiting to snatch another soul from the crimson sands to feed to its dark mistress. In the face of doom, the gladiators fight, time and again, to test their might against their rivals and terrible beasts thirsty for the spray of hot blood. Such contests are the stuff of legend and worthy of bold adventurers and fortune-seekers. This article explores the gladiatorial match from behind the screen, giving you everything you need to send your player characters into the arena to claim the prize of victory.//


By Andy Collins

"Game transparency" is the amount of purely game information that's shared between the DM and players. Even DMs who understand the value of game transparency can struggle with the right balance of information-sharing and secrecy. When is the right time to tell the players what's happening? A little opacity can maintain the illusion of believability; after all, it's not like the characters are omniscient entities. What's more, limiting information keeps the game playable. Not only is there no good reason for characters to have detailed information about monster statistics, such details can distract players from more important concerns.

//The Dungeon Master's Guide spends a couple of pages describing ways to dispense information to the players, from clues crucial to advancing the story to in-game effects. This article focuses on the latter category: factual information about what's happening on the tabletop from a gameplay perspective.//


By Logan Bonner

Familiars were introduced in the Arcane Power supplement. This article expands the selection of familiars and debuts the familiar master paragon path. You can choose a familiar for purely mechanical purposes (to gain the skill bonuses or resistances that you want, for example), or you can choose one that ties to your character's story.

//The spirits called familiars serve their arcane masters as spies, messengers, guards, combat assistants, sages, and constant companions. These minuscule spirits take the form of animals, monsters, or objects, which frequently allows others to identify devoted practitioners of the arcane arts. They can provide knowledge and assistance about a variety of subjects, depending on the type of familiar.//


By Bruce R. Cordell and Ed Greenwood

Returned Abeir—the continent left behind in the wake of the Spellplague—is still a land of mystery, ripe for exploration. In this article, explore the land of Gontal, a region was dominated by an unnamed primordial, but newly settled by humans and dragonborn. The region of Gontal will fit immediately into your new Realms campaign, using the new Forgotten Realms Campaign Guide.

//Isolated from the bustle of Returned Abeir, Gontal is a western land that hunkers behind its mountainous border and reveals little of itself to outsiders except for irregular trade that trickles out of Gontal Pass east across the Esmur Flats into the Dusk Ports. The trade consists primarily of lotions, oils, wines, and specialty herbs, as well as the occasional magical elixir and oddly ornamented golemwork toy.//

By Bruce R. Cordell

Gontal and Dusk Ports sages, as well as guides who make knowing things their business, are aware of various facts concerning the Glaur Barrens. They've also heard tell of or perhaps even seen glimpses of odd, golemlike creatures called anaxims. Even the wisest of these realizes their knowledge of Nehushta and its ruined fortress only scratches the surface. For instance, only a handful of them have heard the barest intimation of the Dominions of Nehu.

//The Glaur Barrens in Gontal is a dangerous area of unmoored earthmotes, rusted iron, changelands, and ruins of a devastated 100-mile-wide Dawn Titan fortress. All that remains of this primordial bastion are scattered metallic ruins, dead pools, and craggy fissures. Some of the fissures open onto tunnels that plunge deep into the earth -- remnant passages of the destroyed Dawn Titan fortress. The deeper one descends, the more likely one is to unearth a lump of melted gold or platinum. On the other hand, in the depths you are also likely to find golemlike constructs possessed of a murderous pseudolife.//


By Bruce R. Cordell

The legendary blue moon, Iltani, destroyed itself in a cataclysm 100 years ago, and its shards rained down upon the world. Only a few people know the reason why Iltani existed and what its destruction portends. They are the Moon Catchers, and their mission is to gather as many shards of destroyed Iltani the Blue as possible. Eventually, they intend to reassemble those shards and place the moon again in its position high above the world. Their organization is tiny but far-flung, spread around the world in towns and uncivilized regions. Although they are not well known, they welcome to their ranks anyone who shares their concern for the fate of the world.

//Another moon once graced the sky. It shone blue and cool—a coin-sized gem sailing the night. Called Iltani the Blue, the moon had the reputation of being a good omen when it was viewed waxing full, especially by travelers and explorers. Old songs and sayings sometimes touch on Iltani, though few recognize the allusion as referring to something that once was real. For most, “once in a blue moon” is a figure of speech, meaning something that rarely or never occurs. However, Iltani the Blue was real, and its absence is keenly felt by those who know the truth. //

By Robert J. Schwalb

The Honest Few is a small gang operating out of Fallcrest in the Nentir Vale. A new group, they don’t quite have the numbers or influence to call themselves a thieves’ guild per se, but with the right kind of leadership, they might rise above their meager standing and become a syndicate worth fearing. The Honest Few offer many opportunities for advancement. They look for smarts, speed, and discretion. Those with these qualities and who show they can perform by funneling wealth into the organization can rise high, leading their own missions, setting up new “businesses” in other communities, or taking over the enterprise.

//Fallcrest has always had its thieves, but they were a disorganized lot, with no loyalties or obligations to bind them to a common cause. It took only a murdered adventurer to call down the Lord Warden’s wrath, and when it fell, the “honest” folk who escaped dug in deep just to stay alive. Where once pickpockets ran the streets in scores, now only a few remain and most are too frightened to venture much farther than the poor quarters in which they hide. Every other under-trade lacks representation as well. The Honest Few are looking for a few youngsters with an eye for a fat purse and the hands and wit to snatch it. //


By Robert J. Schwalb

The rumors surrounding the Serpent Wood are true: Primitive humans did raise a city in the trees' shelter. While traveling the forest, the characters stumble onto a portion of these lost ruins. "Hall of the Snake God" is a short Side Trek designed for five characters of 10th to 12th level. Consisting of just two encounters, you can run this scenario to bridge two larger adventures or as an adventure played in a single night.

//Generations have passed since the days when the strange folk ruled the forest, but even now, centuries later, few dare tread its darkened trails for fear of disturbing the restless ghosts and drawing the attention of terrible predators. Rangers and other woodsy folk lend credence to these fears by whispering about moss-covered ruins where old stones jut up from the loamy earth and serve as mute reminders of a lost and ancient society. One can only wonder what might still remain behind to be unearthed by an intrepid adventurer with more courage than sense.//

By Luke Johnson

"Heart of the Forbidden Forge" is set in the Eberron campaign setting. The PCs learn of a creation forge that was once buried and abandoned, but no longer. They'll need to fight their way through goblins, constructs, and undead, and contend with old traps before finally meeting the true power behind the forge. If the PCs have been through the events in "Seekers of the Ashen Crown," this adventure can be easily slotted after that one has concluded. The adventure works fine for other PCs as well, and it can be adapted easily to another campaign setting. For five 7th-level characters.

//The Kech Shaarat goblins have numerous schemes to unite the Dhakaani clans under the Bladebearer banner. One such plan focused on beating the Wordbearer goblins to an artifact called the Ashen Crown. A group of adventurers defeated the goblins in this quest, but other missions are moving forward. One involves the capture of a destroyed creation forge and the forbidden creature within it. The Bladebearers have an unlikely ally in this goal: an eladrin artificer working for the Brelish government.//

by Scott Fitzgerald Gray

The Hand of Naarash—a sect of the church of Bane—has long been a plague to the mostly peaceful denizens of the borderlands. So when the noble paladin Jaryn set out from the stronghold of the Light of the Sun to destroy the Hand and bring peace to the region, the sun shone down brightly, as if Pelor himself blessed the enterprise. Now three years have passed, and the Hand seems to have grown only stronger—while no word of Jaryn or his companions has been heard. As stories of burned out settlements and slaughtered families filter into more civilized lands, followers of Bane have become more prominent. Someone must retrace Jaryn’s steps, find the Hand’s center of power, and destroy their leadership before all the borderlands fall under the control of Bane’s dark church.

//For five years, the Hand of Naarash has extended its dark hold over the borderlands. This cult of Bane was born in the Moonsfall Mountains, spreading across the frontiers of fallen Nerath and into settled lands. The cult’s death squads target isolated settlements for “cleansing”—the folk of the frontier given the choice of joining the Hand or accepting the salvation of death…//

By Robert J. Schwalb

In "Her Majesty's Secret Servants: Agents of Tiamat," we present a number of threats devoted to Tiamat. These mortal agents do the Dragon Queen's bidding, pursuing agendas of corruption and greed across the planes.

//Chromatic dragons are the greatest of Tiamat's mortal servants, but they are by no means the only ones who venerate the Dark Lady of Avarice. This article presents new villainous servants dedicated to Tiamat, all sharing the same greed and evil found in the goddess's most vile thralls.

Each entry includes a description of the villain; his or her background, immediate goals, and underlying motivation; and tips for incorporating the villain's plot into your games. None of these characters are equipped with magic items, though you can add such as needed, using items from the expected treasure for encounters featuring these characters.//

By Stephen ~Radney-MacFarland

Explore one of the most impressive cities of the planes in “Hestavar: The Bright City.” This sprawling city can be found on the Astral Plane, and few places can rival its beauty.

//Although the bustling City of Brass might be the largest metropolis in the universe, many consider that the cosmopolitan heaven of Hestavar is the most beautiful, richest, and civilized. This light-drenched oasis can feel familiar and downright cozy in contrast to the weird void of the Astral Sea that surrounds it. Its grand architecture and gem-paved streets shine brightly upon the stone settings of its lagoon’s islands and earthmotes. Its gardens and parks are both lush and manicured, retaining their verdant beauty without a hint of the overgrown chaos indicative of the Feywild. Its people are cultured, civilized, and known for their passion for philosophy, craft, and the arts.//

|Description:|Allows conditional inclusion/exclusion in templates|
|Version:|3.1 ($Rev: 3919 $)|
|Date:|$Date: 2008-03-13 02:03:12 +1000 (Thu, 13 Mar 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
For use in ViewTemplate and EditTemplate. Example usage:
{{{<div macro="showWhenTagged Task">[[TaskToolbar]]</div>}}}
{{{<div macro="showWhen tiddler.modifier == 'BartSimpson'"><img src="bart.gif"/></div>}}}

window.hideWhenLastTest = false;

window.removeElementWhen = function(test,place) {
	window.hideWhenLastTest = test;
	if (test) {


	hideWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( eval(paramString), place);

	showWhen: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !eval(paramString), place);

	hideWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);

	showWhenTagged: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);

	hideWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAny(params), place);

	showWhenTaggedAny: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAny(params), place);

	hideWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.tags.containsAll(params), place);

	showWhenTaggedAll: { handler: function (place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !tiddler.tags.containsAll(params), place);

	hideWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0]), place);

	showWhenExists: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !(store.tiddlerExists(params[0]) || store.isShadowTiddler(params[0])), place);

	hideWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title == params[0], place);

	showWhenTitleIs: { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( tiddler.title != params[0], place);

	'else': { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
		removeElementWhen( !window.hideWhenLastTest, place);



By Jennifer Clarke Wilkes

Someone has been kidnapping eladrin from settlements in the Feywild. The victims have nothing in common other than race and the misfortune to live in lightly protected dwellings at the edges of habitation. They are ordinary folk, not wealthy or noble, and no ransom demands have been issued. The kidnappings take place at night, and the victims disappear without a trace. None have seen them since.

//Your ~PCs are reaching the upper end of the heroic tier. New worlds are opening up to them. They might have already ventured to the Feywild, for example, and made contacts with inhabitants of that magical plane. Now they are ready to take their first steps into the darkness.//

|Description:|A handy way to insert timestamps in your tiddler content|
|Version:|1.0.10 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
If you enter {ts} in your tiddler content (without the spaces) it will be replaced with a timestamp when you save the tiddler. Full list of formats:
* {ts} or {t} -> timestamp
* {ds} or {d} -> datestamp
* !ts or !t at start of line -> !!timestamp
* !ds or !d at start of line -> !!datestamp
(I added the extra ! since that's how I like it. Remove it from translations below if required)
* Change the timeFormat and dateFormat below to suit your preference.
* See also http://mptw2.tiddlyspot.com/#AutoCorrectPlugin
* You could invent other translations and add them to the translations array below.

config.InstantTimestamp = {

	// adjust to suit
	timeFormat: 'DD/0MM/YY 0hh:0mm',
	dateFormat: 'DD/0MM/YY',

	translations: [
		[/^!ts?$/img,  "'!!{{ts{'+now.formatString(config.InstantTimestamp.timeFormat)+'}}}'"],
		[/^!ds?$/img,  "'!!{{ds{'+now.formatString(config.InstantTimestamp.dateFormat)+'}}}'"],

		// thanks Adapted Cat

	excludeTags: [

	excludeTiddlers: [
		// more?


TiddlyWiki.prototype.saveTiddler_mptw_instanttimestamp = TiddlyWiki.prototype.saveTiddler;
TiddlyWiki.prototype.saveTiddler = function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {

	tags = tags ? tags : []; // just in case tags is null
	tags = (typeof(tags) == "string") ? tags.readBracketedList() : tags;
	var conf = config.InstantTimestamp;

	if ( !tags.containsAny(conf.excludeTags) && !conf.excludeTiddlers.contains(newTitle) ) {

		var now = new Date();
		var trans = conf.translations;
		for (var i=0;i<trans.length;i++) {
			newBody = newBody.replace(trans[i][0], eval(trans[i][1]));

	// TODO: use apply() instead of naming all args?
	return this.saveTiddler_mptw_instanttimestamp(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);

// you can override these in StyleSheet 
setStylesheet(".ts,.ds { font-style:italic; }","instantTimestampStyles");


By Logan Bonner

Adventurer's Vault introduced a number of new concepts for magic items in your game. Now Dragon adds another -- introducing intelligent items, new to 4th Edition. Whether your character is looking for a witty sword or a suit of enigmatic armor, this article provides you with all the rules you need to design your own intelligent items. Plus, we’re giving you a selection of sample items, ready to be dropped right into your game.

//A magic item with a will and personality of its own is called an intelligent item. Through a powerful, unknown ritual or bizarre twist of fate, an item might trap a creature's mind or become sentient over time. These items are scattered throughout the world, usually possessed by their creators or lost to history, only to be found by intrepid (or lucky) explorers.

Introducing an intelligent item to your game is much like adding an NPC, and they can serve many of the same functions (though the item doesn't provide another swordarm on the battlefield). This article will give you some ideas on how to help out your PCs with intelligent items and how to develop a personality for them that is interesting and unique.//


By Robert J. Schwalb

The long-lost dragonborn empire of Arkhosia once boasted one shining city after another, each a bastion of knowledge and evidence of the empire's might. No city stood taller among these than Io'vanthor. One of the few cities to survive the war with Bael Turath at least structurally intact, its denizens are now a darker sort -- evil factions pursuing dark and wicked deeds.

//Far to the south, lost in the Trackless Wastes, rises a dun mountain, its once-jagged peak softened by relentless winds and scouring sands. Long ago, Io'vanthor stood for culture, innovation, and the rule of law, but treachery, corruption, and fathomless evil sullied its magnificent name. Wickedness reigns where once the Golden One ruled. Infernal legions, hellspawned kobolds, and aberrant abominations prowl its depths and battle for dominance on the steps where dragonborn philosophers debated the finer points of duty and honor. Death stalks its shadowed passages and defiles the memories and legends haunting it still. Nothing good comes from Io'vanthor, and those who roam its twisting streets and explore its shadowy ruins find only doom.//


By David Noonan

In 4th Edition, artifacts are more accessible than ever before. Drop any one of these new artifacts into your game, and you’ll immediately grab your players' attention. Described in full, each artifact has a life of its own and can readily supplement those found in the Dungeon Master's Guide.

//Artifacts have been a staple of D&D since 1st Edition. The Dungeon Master's Guide presented several legendary items to inspire adventures or even entire campaigns. More accessible than in any previous incarnation of the game, artifacts can now make their way safely into the hands of characters even in the paragon tier, or possibly before. This article presents new artifacts to supplement those in the Dungeon Master's Guide, from the strange figurine of an ebony elephant to a helm of untold power. If used with care, they can become a fabulous source of inspiration for your game and provide one lucky character with an experience he or she will never forget.//


By Stephen ~Radney-MacFarland

If you're itching to kick off your first Eberron campaign and you've already picked up H1: Keep on the Shadowfell, then you're ready to go. This article gives you all the information you need to situate Shadowfell Keep in your Eberron campaign and get your first adventure started. You'll find updates to existing H1 encounters and details on how to adapt the plot to integrate more of the mystery of Eberron into the adventure.

By Greg Bilsland

Don't wait until July to start your first Forgotten Realms campaign! With this conversion article, we tell you where in the Realms Shadowfell Keep exists and provide you with detailed information on integrating the mythology of the keep into your Realms campaign. The article also features bonus encounters usable in any game, Realms-based or not.

By Peter Schaefer

Many plots swirled around Shadowfell Keep, and not all of them were fully resolved. Some of you have likely already finished H1: Keep on the Shadowfell, but if you're a DM looking for more, check out this short series of bonus encounters based on the adventure. Even if you're not running H1, you can use these encounters individually or as a group to spice up any D&D adventure for 1st- to 3rd-level characters.

By Matthew Sernett

The Celestian Order guards the world against the threats of the Far Realms. Founded by a primal order years ago, its membership now includes heroes of every race and class. Learn more about the order and the power offered to its members here!

//Some secrets you should learn only when you're ready, and some exist that none should know. Surely the world and the planes hold such hidden and dangerous truths, but no place holds so many as the mysterious Far Realm, and no creatures bear so much perilous knowledge as its denizens. Many who learn of the Far Realm go mad. Others taste its foulness and hunger for more, no doubt due to a madness already within them. Yet some who wade into a shallow understanding of the place beyond space stand firm at the shores of its unfathomable depths. The greatest among them would halt the tide of wrongness from that place, though all its evils might crash against them in endless waves. These are the members of the Celestian Order, and they are the light of the world.//


By Matthew Sernett / Robert J. Schwalb ? //The site lists Sernett as author but the article lists Schwalb//

Five classes make up the controller role: the wizard in the Player’s Handbook, the druid and invoker in Player’s Handbook 2, and the psion and seeker from the forthcoming Player’s Handbook 3. Each class approaches the controller role in a different way, but what these classes bring to a combat encounter follows the role’s basic tactics. A controller discourages enemies from making certain choices with his area offense attacks, by which the controller punishes enemies from grouping together or takes a direct hand in influencing actions.

//Control powers take many forms. A particular class’s story elements, power source, and secondary roles all influence the powers available to these characters. A wizard might create a freezing cloud, and a druid can call forth writhing vines by using vine serpents to immobilize or restrain foes. Zones might deal damage to creatures that enter or start their turns inside them. Powers might punish foes for making attacks, moving, or performing another kind of action. Other powers might call forth new opponents so that enemies must divide their attention between characters and the creatures they summon. In every case, a controller’s powers encourage certain options while punishing others. //

By Matthew Sernett

A defender can be difficult to equip properly. Sometimes the right magic item isn’t available. Perhaps your paladin uses a greatsword and you don’t want to switch weapons to make the occasional ranged attack. Maybe your fighter ends nearly every fight with few hit points but plenty of healing surges. Your swordmage might move around a lot and need more ways to bring enemies into melee. The items in this article aim to address some of those gaps. Hopefully you’ll find one or two your defender can’t do without.

//A great defender ties up most, if not all, of the enemies in melee, freeing strikers to maneuver and allowing controllers and leaders to attack or aid from afar. Of course, if your defender is doing the job well, the character needs high defenses and the ability to swiftly regain hit points when attacks get through. //


By Robert J. Schwalb

The legendary demilich Acererak was supposedly slain years ago by a band of fearless adventurers. But his legacy lives on. Could you be one of those touched by the demilich in some way? And is Acererak truly gone from this world?

//Many dungeons fill the world, but few come close to the malice found in the Tomb of Horrors. The reputed resting place of the infamous necromancer, Acererak, the Tomb has tempted many heroes and fools alike into testing their mettle against the tricks and traps protecting the Tomb's fabled mithral vault. Nearly all have been found wanting. Regardless of how many descended into its labyrinthine corridors, fell victim to its innumerable hazards, or emerged maimed or mad, the dungeon has survived, promising the same death and despair as it always has to the next band that enters its darkened corridors.//

|Description:|Intelligently limit the number of backup files you create|
|Version:|3.0.1 ($Rev: 2320 $)|
|Date:|$Date: 2007-06-18 22:37:46 +1000 (Mon, 18 Jun 2007) $|
|Author:|Simon Baird|
You end up with just backup one per year, per month, per weekday, per hour, minute, and second.  So total number won't exceed about 200 or so. Can be reduced by commenting out the seconds/minutes/hours line from modes array
Works in IE and Firefox only.  Algorithm by Daniel Baird. IE specific code by by Saq Imtiaz.

var MINS  = 60 * 1000;
var HOURS = 60 * MINS;
var DAYS  = 24 * HOURS;

if (!config.lessBackups) {
	config.lessBackups = {
		// comment out the ones you don't want or set config.lessBackups.modes in your 'tweaks' plugin
		modes: [
			["YYYY",  365*DAYS], // one per year for ever
			["MMM",   31*DAYS],  // one per month
			["ddd",   7*DAYS],   // one per weekday
			//["d0DD",  1*DAYS],   // one per day of month
			["h0hh",  24*HOURS], // one per hour
			["m0mm",  1*HOURS],  // one per minute
			["s0ss",  1*MINS],   // one per second
			["latest",0]         // always keep last version. (leave this).

window.getSpecialBackupPath = function(backupPath) {

	var now = new Date();

	var modes = config.lessBackups.modes;

	for (var i=0;i<modes.length;i++) {

		// the filename we will try
		var specialBackupPath = backupPath.replace(/(\.)([0-9]+\.[0-9]+)(\.html)$/,

		// open the file
		try {
			if (config.browser.isIE) {
				var fsobject = new ActiveXObject("Scripting.FileSystemObject")
				var fileExists  = fsobject.FileExists(specialBackupPath);
				if (fileExists) {
					var fileObject = fsobject.GetFile(specialBackupPath);
					var modDate = new Date(fileObject.DateLastModified).valueOf();
			else {
				var file = Components.classes["@mozilla.org/file/local;1"].createInstance(Components.interfaces.nsILocalFile);
				var fileExists = file.exists();
				if (fileExists) {
					var modDate = file.lastModifiedTime;
		catch(e) {
			// give up
			return backupPath;

		// expiry is used to tell if it's an 'old' one. Eg, if the month is June and there is a
		// June file on disk that's more than an month old then it must be stale so overwrite
		// note that "latest" should be always written because the expiration period is zero (see above)
		var expiry = new Date(modDate + modes[i][1]);
		if (!fileExists || now > expiry)
			return specialBackupPath;

// hijack the core function
window.getBackupPath_mptw_orig = window.getBackupPath;
window.getBackupPath = function(localPath) {
	return getSpecialBackupPath(getBackupPath_mptw_orig(localPath));


By James Wyatt

Dragon #370 introduces a new recurring feature: Lords of Chaos. At the dawn of time, the gods and primordials fought a battle unlike any other. The gods were victorious, and the primordials -- once rulers of the chaos that existed before time -- were thrown down, slain, or imprisoned. Some have broken free, but many still languish in chains. Mual-Tar the Thunder Serpent is one such bound primordial. But this powerful creature has mortal followers that seek to free Mual-Tar at all costs, to sunder the chains that bind it, and unleash it to consume the world and return it to the chaos from which it was born.

//Imagine the most horrifying monstrosity your mind can conceive -- a being of raw element, given chaotic and everchanging form. Now make it worse -- a being so mighty that even a god would not dare to face it alone. These were the primordials of the Dawn War.

Just as the gods appeared in the Astral Sea at the birth of the universe, so the primordials appeared in the Elemental Chaos when it was first formed. In that first age, they were glorious and terrible in their power, birthing the great titans with the merest shrug of effort and starting to shape a world from out of the chaos.//


MPTW is a distribution or edition of TiddlyWiki that includes a standard TiddlyWiki core packaged with some plugins designed to improve usability and provide a better way to organise your information. For more information see http://mptw.tiddlyspot.com/.
By Shawn Merwin

The garrison at Fort Dolor long held the unwelcome task of trying to maintain their fort, despite year after year being savaged by a nearby white dragon. But the days of the white wyrm have gone, and Fort Dolor keeps watch over a mostly peaceful region. But now the garrison has vanished into the mountains, and something new menaces the town. An adventure for 8th-level ~PCs.

//In an area recently freed from the assaults of a powerful white dragon, an oft-destroyed military outpost has been rebuilt and now grows prosperous. The walls of the fort are sturdy, and both civilian and military inhabitants have eased into a routine in the thriving community. However, an unlikely prophecy from a mysterious visitor starts a chain of events that threaten Fort Dolor -- and all its inhabitants -- once again.//

By Robert Schwalb

The planes are a source of power for heroes and villains of all levels and backgrounds. But some lucky few find a way to tap into the epic, fundamental energies at work in the planes, and become their masters. With "Masters of the Planes," you can rule as a primordial lord of storms or a prince of Hell, among other equally potent options. Choose your destiny among the planes, and change your fate.

//From liquid lightning geysers erupting in the shifting fields of elemental earth to the brilliant radiance bathing Mount Celestia and its immortal inhabitants, to Sigil’s twisting streets and countless doorways, to the stinking bog surrounding Gloomwrought in the Shadowfell, the planes are home to staggering vistas, astonishing beauty, and unhinging hideousness. Most mortals find the planes beyond their reach, making them places of legend or myth, but for adventurers, a journey into the Feywild or Shadowfell is just a portal trip away, and those with the courage to step beyond the bounds of their reality find wonders aplenty, evil beyond description, and adventure enough to consume a lifetime.//


By Sean Molley

"Menace of the Icy Spire" is an adventure set out of Loudwater in the Forgotten Realms. Fully detailed in the Forgotten Realms Campaign Guide, Loudwater is a tremendous launch point for a new Realms campaign. In the deep forest near Loudwater, legend tells of a warlock who meddled with powers beyond his ability to control in pursuit of new power. Now his tower is home to a force that could cause tremendous devastation in the wrong hands. An adventure for 2nd-level PCs.

//About 30 years ago, a dwarf warlock named Draigdurroch came to the Gray Vale. Draigdurroch was part of a cabal of warlocks, and his particular research dealt with the creation of new types of eldritch pacts. He believed that the Dire Wood contained a particularly potent source of untapped energy -- the remains of a failed deity. Thousands of years before the Spellplague, a Netherese city called Karse stood in the area, and the demigod Karsus was its patron. Karsus tried and failed to ascend to full godhood, dying in the process, and his city (along with the rest of the ancient Empire of Netheril) fell not long thereafter. Draigdurroch's research suggested that the petrified remains of Karsus yet lie beneath the forest's heart. Draigdurroch hoped that he could tap into the latent energy that Karsus had accumulated and use it to power his new pact. The dwarf warlock built a tower about a mile outside the Dire Wood and began his experiments in earnest.//


By Rodney Thompson

The Feywild is understood by few denizens of the world, and visited only by those with knowledge of the plane and the will to make the dangerous journey. But to the eladrin, the Feywild is home. And Mithrendain is one of the last bastions of light in a Feywild that is proving increasingly hostile to the eladrin and their allies. Visit this citadel of the eladrin, and learn some of their coveted fighting techniques in this article.

//Deep in the Feywild, beyond the swirling residuum storms of the Plains of Valdrennai, stands one of the most magnificent cities ever constructed by the eladrin: Mithrendain. The city’s name is derived from the elf phrase “wall of the fortress,” but the word has become synonymous with the beauty and longevity of the eladrin. Home to nearly 40,000 people, almost all of them eladrin, Mithrendain is a beautiful city resplendent with soaring towers and graceful architecture. In addition to its proper name, Mithrendain is often referred to as the Autumn City, since most of its towers are colored like autumn leaves, with yellow, gold, and bronze being common.//


By Brian R. James and Matt James

Panicked refugees are pouring into the port city of Phlan, fleeing from barbarian attacks in the Moonsea North. Something ominous and ancient drives the horse nomads to attack their neighbors. Poised to shatter the ancient monument keeping him from Faerûn, a "lost god" from Toril's past sends an agent from the Elemental Chaos to herald his long-prophesied return… "Monument of the Ancients" is an adventure for 13th-level characters.

//If myth and legend are to be believed, the antediluvian monument defends a region of Faerûn where the boundary between the world of Toril and the Elemental Chaos is weakest. At the monument's heart lies the Anchor of Chaos, an arcane bulwark sealing a cosmic fissure between the planes. Were the enchantment powering the Anchor to fail, the Moonsea North would stand defenseless against a full-scale invasion by forces of elemental evil. Unbeknownst to the citizens of Phlan, that day is nearly upon them.//

Name: MptwBlack
Background: #000
Foreground: #fff
PrimaryPale: #333
PrimaryLight: #555
PrimaryMid: #888
PrimaryDark: #aaa
SecondaryPale: #111
SecondaryLight: #222
SecondaryMid: #555
SecondaryDark: #888
TertiaryPale: #222
TertiaryLight: #666
TertiaryMid: #888
TertiaryDark: #aaa
Error: #300

This is in progress. Help appreciated.

Name: MptwBlue
Background: #fff
Foreground: #000
PrimaryPale: #cdf
PrimaryLight: #57c
PrimaryMid: #114
PrimaryDark: #012
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

|Description:|Miscellaneous tweaks used by MPTW|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
!!Note: instead of editing this you should put overrides in MptwUserConfigPlugin
var originalReadOnly = readOnly;
var originalShowBackstage = showBackstage;

config.options.chkHttpReadOnly = false; 		// means web visitors can experiment with your site by clicking edit
readOnly = false;								// needed because the above doesn't work any more post 2.1 (??)
showBackstage = true;							// show backstage for same reason

config.options.chkInsertTabs = true;    		// tab inserts a tab when editing a tiddler
config.views.wikified.defaultText = "";			// don't need message when a tiddler doesn't exist
config.views.editor.defaultText = "";			// don't need message when creating a new tiddler 

config.options.chkSaveBackups = true;			// do save backups
config.options.txtBackupFolder = 'twbackup';	// put backups in a backups folder

config.options.chkAutoSave = (window.location.protocol == "file:"); // do autosave if we're in local file

config.mptwVersion = "2.5.2";


if (config.options.txtTheme == '')
	config.options.txtTheme = 'MptwTheme';

// add to default GettingStarted
config.shadowTiddlers.GettingStarted += "\n\nSee also [[MPTW]].";

// add select theme and palette controls in default OptionsPanel
config.shadowTiddlers.OptionsPanel = config.shadowTiddlers.OptionsPanel.replace(/(\n\-\-\-\-\nAlso see AdvancedOptions)/, "{{select{<<selectTheme>>\n<<selectPalette>>}}}$1");

// these are used by ViewTemplate
config.mptwDateFormat = 'DD/MM/YY';
config.mptwJournalFormat = 'Journal DD/MM/YY';

Name: MptwGreen
Background: #fff
Foreground: #000
PrimaryPale: #9b9
PrimaryLight: #385
PrimaryMid: #031
PrimaryDark: #020
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

Name: MptwRed
Background: #fff
Foreground: #000
PrimaryPale: #eaa
PrimaryLight: #c55
PrimaryMid: #711
PrimaryDark: #500
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

|Description|Mptw Theme with some rounded corners (Firefox only)|



{ -moz-border-radius: 1em; }

.tab {
	-moz-border-radius-topleft: 0.5em;
	-moz-border-radius-topright: 0.5em;
#topMenu {
	-moz-border-radius-bottomleft: 2em;
	-moz-border-radius-bottomright: 2em;


Name: MptwSmoke
Background: #fff
Foreground: #000
PrimaryPale: #aaa
PrimaryLight: #777
PrimaryMid: #111
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88

|Description|Mptw Theme with the default TiddlyWiki PageLayout and Styles|
Name: MptwTeal
Background: #fff
Foreground: #000
PrimaryPale: #B5D1DF
PrimaryLight: #618FA9
PrimaryMid: #1a3844
PrimaryDark: #000
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #f8f8f8
TertiaryLight: #bbb
TertiaryMid: #999
TertiaryDark: #888
Error: #f88
|Description|Mptw Theme including custom PageLayout|

http://mptw.tiddlyspot.com/#MptwTheme ($Rev: 1829 $)

<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
	<div class='headerShadow'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
	<div class='headerForeground'>
		<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
		<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
<!-- horizontal MainMenu -->
<div id='topMenu' refresh='content' tiddler='MainMenu'></div>
<!-- original MainMenu menu -->
<!-- <div id='mainMenu' refresh='content' tiddler='MainMenu'></div> -->
<div id='sidebar'>
	<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
	<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>


<div class="tagglyTagged" macro="tags"></div>

<div class='titleContainer'>
	<span class='title' macro='view title'></span>
	<span macro="miniTag"></span>

<div class='subtitle'>
	(updated <span macro='view modified date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>
	by <span macro='view modifier link'></span>)
	(<span macro='message views.wikified.createdPrompt'></span>
	<span macro='view created date {{config.mptwDateFormat?config.mptwDateFormat:"MM/0DD/YY"}}'></span>)

<div macro="showWhen tiddler.tags.containsAny(['css','html','pre','systemConfig']) && !tiddler.text.match('{{'+'{')">
	<div class='viewer'><pre macro='view text'></pre></div>
<div macro="else">
	<div class='viewer' macro='view text wikified'></div>

<div class="tagglyTagging" macro="tagglyTagging"></div>


<div class='toolbar'>
	<span macro="showWhenTagged systemConfig">
		<span macro="toggleTag systemConfigDisable . '[[disable|systemConfigDisable]]'"></span>
	<span macro="showWhenTagged systemTheme"><span macro="applyTheme"></span></span>
	<span macro="showWhenTagged systemPalette"><span macro="applyPalette"></span></span>
	<span macro="showWhen tiddler.tags.contains('css') || tiddler.title == 'StyleSheet'"><span macro="refreshAll"></span></span>
	<span style="padding:1em;"></span>
	<span macro='toolbar closeTiddler closeOthers +editTiddler deleteTiddler > fields syncing permalink references jump'></span> <span macro='newHere label:"new here"'></span>
	<span macro='newJournalHere {{config.mptwJournalFormat?config.mptwJournalFormat:"MM/0DD/YY"}}'></span>

<div class="toolbar" macro="toolbar +saveTiddler saveCloseTiddler closeOthers -cancelTiddler cancelCloseTiddler deleteTiddler"></div>
<div class="title" macro="view title"></div>
<div class="editLabel">Title</div><div class="editor" macro="edit title"></div>
<div macro='annotations'></div>
<div class="editLabel">Content</div><div class="editor" macro="edit text"></div>
<div class="editLabel">Tags</div><div class="editor" macro="edit tags"></div>
<div class="editorFooter"><span macro="message views.editor.tagPrompt"></span><span macro="tagChooser"></span></div>


/* a contrasting background so I can see where one tiddler ends and the other begins */
body {
	background: [[ColorPalette::TertiaryLight]];

/* sexy colours and font for the header */
.headerForeground {
	color: [[ColorPalette::PrimaryPale]];
.headerShadow, .headerShadow a {
	color: [[ColorPalette::PrimaryMid]];

/* separate the top menu parts */
.headerForeground, .headerShadow {
	padding: 1em 1em 0;

.headerForeground, .headerShadow {
	font-family: 'Trebuchet MS' sans-serif;
.headerForeground .siteSubtitle {
	color: [[ColorPalette::PrimaryLight]];
.headerShadow .siteSubtitle {
	color: [[ColorPalette::PrimaryMid]];

/* make shadow go and down right instead of up and left */
.headerShadow {
	left: 1px;
	top: 1px;

/* prefer monospace for editing */
.editor textarea, .editor input {
	font-family: 'Consolas' monospace;

/* sexy tiddler titles */
.title {
	font-size: 250%;
	color: [[ColorPalette::PrimaryLight]];
	font-family: 'Trebuchet MS' sans-serif;

/* more subtle tiddler subtitle */
.subtitle {
	font-size: 90%;
	color: [[ColorPalette::TertiaryMid]];
.subtitle .tiddlyLink {
	color: [[ColorPalette::TertiaryMid]];

/* a little bit of extra whitespace */
.viewer {

/* don't want any background color for headings */
h1,h2,h3,h4,h5,h6 {
	background-color: transparent;
	color: [[ColorPalette::Foreground]];

/* give tiddlers 3d style border and explicit background */
.tiddler {
	background: [[ColorPalette::Background]];
	border-right: 2px [[ColorPalette::TertiaryMid]] solid;
	border-bottom: 2px [[ColorPalette::TertiaryMid]] solid;
	margin-bottom: 1em;
	padding:1em 2em 2em 1.5em;

/* make options slider look nicer */
#sidebarOptions .sliderPanel {
	border:solid 1px [[ColorPalette::PrimaryLight]];

/* the borders look wrong with the body background */
#sidebar .button {
	border-style: none;

/* this means you can put line breaks in SidebarOptions for readability */
#sidebarOptions br {
/* undo the above in OptionsPanel */
#sidebarOptions .sliderPanel br {

/* horizontal main menu stuff */
#displayArea {
	margin: 1em 15.7em 0em 1em; /* use the freed up space */
#topMenu br {
	display: none;
#topMenu {
	background: [[ColorPalette::PrimaryMid]];
#topMenu {
#topMenu .button, #topMenu .tiddlyLink, #topMenu a {
	margin-left: 0.5em;
	margin-right: 0.5em;
	padding-left: 3px;
	padding-right: 3px;
	color: [[ColorPalette::PrimaryPale]];
	font-size: 115%;
#topMenu .button:hover, #topMenu .tiddlyLink:hover {
	background: [[ColorPalette::PrimaryDark]];

/* make 2.2 act like 2.1 with the invisible buttons */
.toolbar {
.selected .toolbar {

/* experimental. this is a little borked in IE7 with the button 
 * borders but worth it I think for the extra screen realestate */
.toolbar { float:right; }

/* fix for TaggerPlugin. from sb56637. improved by FND */
.popup li .tagger a {

/* makes theme selector look a little better */
#sidebarOptions .sliderPanel .select .button {
#sidebarOptions .sliderPanel .select br {

/* make it print a little cleaner */
@media print {
	#topMenu {
		display: none ! important;
	/* not sure if we need all the importants */
	.tiddler {
		border-style: none ! important;
		margin:0px ! important;
		padding:0px ! important;
		padding-bottom:2em ! important;
	.tagglyTagging .button, .tagglyTagging .hidebutton {
		display: none ! important;
	.headerShadow {
		visibility: hidden ! important;
	.tagglyTagged .quickopentag, .tagged .quickopentag {
		border-style: none ! important;
	.quickopentag a.button, .miniTag {
		display: none ! important;

/* get user styles specified in StyleSheet */


|Description|Mptw Theme with a reduced header to increase useful space|


<!-- horizontal MainMenu -->
<div id='topMenu' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<span refresh='content' tiddler='SiteTitle' style="padding-left:1em;font-weight:bold;"></span>:
<span refresh='content' tiddler='MainMenu'></span>
<div id='sidebar'>
	<div id='sidebarOptions'>
		<div refresh='content' tiddler='SideBarOptions'></div>
		<div style="margin-left:0.1em;"
			macro='slider chkTabSliderPanel SideBarTabs {{"tabs \u00bb"}} "Show Timeline, All, Tags, etc"'></div>
<div id='displayArea'>
	<div id='messageArea'></div>
	<div id='tiddlerDisplay'></div>

For upgrading. See [[ImportTiddlers]].
URL: http://mptw.tiddlyspot.com/upgrade.html
|Description:|A place to put your config tweaks so they aren't overwritten when you upgrade MPTW|
See http://www.tiddlywiki.org/wiki/Configuration_Options for other options you can set. In some cases where there are clashes with other plugins it might help to rename this to zzMptwUserConfigPlugin so it gets executed last.

// example: set your preferred date format
//config.mptwDateFormat = 'MM/0DD/YY';
//config.mptwJournalFormat = 'Journal MM/0DD/YY';

// example: set the theme you want to start with
//config.options.txtTheme = 'MptwRoundTheme';

// example: switch off autosave, switch on backups and set a backup folder
//config.options.chkSaveBackups = true;
//config.options.chkAutoSave = false;
//config.options.txtBackupFolder = 'backups';

// uncomment to disable 'new means new' functionality for the new journal macro
//config.newMeansNewForJournalsToo = false;


By Matthew Sernett

D&D Insider brings you an exclusive new feature! "Playing Revenants" introduces a new race for your D&D game. Created by the Raven Queen to further her own ambiguous ends, revenants wander the world seeking to find their unfulfilled purpose. With a revenant character, you can bring one of your dead characters back to life, reborn with destiny to find!

//A revenant arises not as an aimless corpse of a life lost but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. Though the revenant moves among the throngs of the living, it has a phantom life -- a puppet mockery of the existence its soul once knew. The revenant is an echo haunted by the memory of itself.//

|Description:|Creates the new here and new journal macros|
|Version:|3.0 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
merge(config.macros, {
	newHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newTiddler "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);
	newJournalHere: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			wikify("<<newJournal "+paramString+" tag:[["+tiddler.title+"]]>>",place,null,tiddler);


|Description:|If 'New Tiddler' already exists then create 'New Tiddler (1)' and so on|
|Version:|1.1.1 ($Rev: 2263 $)|
|Date:|$Date: 2007-06-13 04:22:32 +1000 (Wed, 13 Jun 2007) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
!!Note: I think this should be in the core

// change this or set config.newMeansNewForJournalsToo it in MptwUuserConfigPlugin
if (config.newMeansNewForJournalsToo == undefined) config.newMeansNewForJournalsToo = true;

String.prototype.getNextFreeName = function() {
       var numberRegExp = / \(([0-9]+)\)$/;
       var match = numberRegExp.exec(this);
       if (match) {
               var num = parseInt(match[1]) + 1;
               return this.replace(numberRegExp," ("+num+")");
       else {
               return this + " (1)";

config.macros.newTiddler.checkForUnsaved = function(newName) {
	var r = false;
	story.forEachTiddler(function(title,element) {
		if (title == newName)
			r = true;
	return r;

config.macros.newTiddler.getName = function(newName) {
       while (store.getTiddler(newName) || config.macros.newTiddler.checkForUnsaved(newName))
               newName = newName.getNextFreeName();
       return newName;

config.macros.newTiddler.onClickNewTiddler = function()
	var title = this.getAttribute("newTitle");
	if(this.getAttribute("isJournal") == "true") {
		title = new Date().formatString(title.trim());

	// ---- these three lines should be the only difference between this and the core onClickNewTiddler
	if (config.newMeansNewForJournalsToo || this.getAttribute("isJournal") != "true")
		title = config.macros.newTiddler.getName(title);

	var params = this.getAttribute("params");
	var tags = params ? params.split("|") : [];
	var focus = this.getAttribute("newFocus");
	var template = this.getAttribute("newTemplate");
	var customFields = this.getAttribute("customFields");
	if(!customFields && !store.isShadowTiddler(title))
		customFields = String.encodeHashMap(config.defaultCustomFields);
	var tiddlerElem = story.getTiddler(title);
	var text = this.getAttribute("newText");
	if(typeof text == "string")
		story.getTiddlerField(title,"text").value = text.format([title]);
	for(var t=0;t<tags.length;t++)
	return false;


By Tim Eagon

Eladrin raiders are striking out of the desert, descending on towns and settlements along the desert's fringe to steal food, camels, cloth, trade goods, and ... books? Now they've kidnapped a prominent scholar, and his supporters are finally moved to hire adventurers in order to uncover the truth behind these odd occurrences. The truth will turn out to be even stranger, as heroes enter an oasis deep in the desert that attracts avian life of every variety. Oasis of the Golden Peacock is an adventure for 7th-level characters.

//The oasis is a mysterious, primal locale that has existed perhaps since the dawn of creation. After its discovery, the Order's hierophants speculated that the oasis was spontaneously created by a previously unknown fey crossing, a hidden portal to the Feywild. The torrent of primal energy released by this supposed portal had another, unexplained effect; it attracted all sorts of feathered creatures to it, and birds became the oasis's prevailing form of wildlife, a dominance that continues to this day.//


By Bruce R. Cordell

Don’t like chocolate with your peanut butter? Sci-fi in your fantasy? Warforged in the Realms? Well, at least one of these ideas isn't so far-fetched anymore. In “Origin Stories,” we’ll give you plenty of ideas for incorporating genasi into your Eberron game and warforged into your Realms campaign. Using these ideas, you might not find their inclusion so difficult to swallow.

//The Forgotten Realms and Eberron campaign settings can accommodate every one of the core D&D rules. A campaign setting has a particular set of stories to tell, however, and sometimes the best stories are those that are proscribed in some fashion. For instance, in our published games and novels, you might never see a warforged character in the Forgotten Realms setting or a genasi character in the Eberron setting. However, with the release of the Eberron Campaign Setting, you’ll have the option of choosing a warforged as a character. You might even have that choice sooner, if your DM allows you to use the rules for playing warforged released in Dragon #364. Likewise, with the release of the Forgotten Realms Campaign Setting, you have the choice of choosing a genasi as a character. However, in a vacuum of official support for a race not described in a campaign setting, you might wonder how your nonstandard race came to exist in the campaign. If so, this article aims to provide you with a list of several official possible origins for your game character.//


By Robert J. Schwalb

Much ink has been spent on building characters, from the basic tips covered in the build descriptions to the broad overview described in the opening pages of the Player’s Handbook, but you can find little on the subject of building the adventuring party. The party is the glue binding disparate heroes into an effective fighting unit and coalition bound by common cause and purpose. This idea lives in the heart of this article, and it helps novices and veterans alike to look at character creation in a new way and work together to create a dynamic and capable team.

//A new Player's Handbook means new opportunities for character creation and new foundations on which Dungeon Masters can build campaigns. Even in groups still striving toward completing their destiny quests, a new Player's Handbook helps shape the game’s content by providing different avenues through which players can express their character ideas and discover new tactics to overcome the opposition. Within the crisp new pages, you’ll find new classes, new feats, paragon paths, epic destinies, magic items, and much more, all waiting for you to explore.//

|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Date:''|Apr 19, 2007|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			// checkbox linked with this password "save this password on this computer"
			// text savePasswordCheckboxLabel
		onChange: config.macros.option.genericOnChange

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
		return config.options[name] ? "true" : "false";

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
		set: function(name,value) {config.options[name] = decodeCookie(value);}

// need to reload options to load passwordOptions

if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

		pasPassword: "Test password"

By Jeff Morgenroth and Arnie Frank

The warlock’s patron is a figure of mystery and power, lurking in the fringes of legend. Each patron, be it greedy devil or bewitching fey, is as unique as the warlocks with which it forms pacts. This article broadens the idea of how much a character draws upon the pact and is molded by it by showing you how to design a fully realized patron. You will find details for each of the five pacts below, as well as sample patrons along with new feats and backgrounds, which allow you to widen the scope of your most distinguishing feature: your pact.

//Arrogantly she flaunted her sorcery while Yorgrix waited in the darkness, watching. Its demonic nature allowed it to master the lethal subtleties of dark pact magic, and eventually the desire for power overcame it. In a night of slaughter that left no survivors, the spider gorged itself on all living creatures within the subterranean city. Swollen from ingesting its victims, Yorgrix grew too corpulent to pass through the city’s gates, so it took up residence. Webs now drape every inch of the drow city, and suspended at the cavern’s center is Yorgrix, forever waiting silently in demonic hunger. //


By Robert J. Schwalb

This month's Player's Handbook 3 debut content is the githzerai, one of four races to be featured in that book. In addition to the full race entry, this article presents a brand-new githzerai paragon path -- the vengeance warrior known as the rrathmal -- as well as several racial feats for your githzerai character. All of this content comes directly from the pages of next year's Player's Handbook 3, and you get to see it seven months before everyone else: just another of the great benefits of being a D&D Insider!

//The githzerai are descended from an ancient race once held in thrall by mind flayer overlords. After the bloody uprising that won these people their freedom, ideological differences split them into two races: the githzerai and the githyanki. The githzerai rejected the cruel warmongering of the githyanki and withdrew to the Elemental Chaos and remote locations in the world to follow a path of self-reflection, harnessing the power of the mind and soul. Centuries later, the githzerai remain in such locations, leading disciplined lives and observing their surroundings to determine their place in the universe.//

By Bruce R. Cordell

The first of the Player's Handbook 3 debut content is here, with the release of our second psionic class! Build and play a psion now. One of the psion's complete builds -- all 30 levels -- is now available in the D&D Character Builder and D&D Compendium if you're a D&D Insider subscriber. In this article, take a look at the psion's class features and get insight and commentary on the design of the new class straight from the staff of RPG R&D. Also, the enclosed list of the psion's powers is linked directly to the D&D Compendium for quick reference at the table.

//You know the mental pathways that lead to amazing edifices of altered reality. You could be a brash human youth flush with your mental ability's first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.//

By Robert J. Schwalb and Stephen ~Radney-MacFarland

Seekers are primal champions who scour the wilderness in search of those who would defile it. Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow techniques with primal evocations. The combination allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies. All of this content comes directly from the pages of next year's Player's Handbook 3, and you get to see it months before everyone else: just another of the great benefits of being a D&D Insider!

//Your arrows or thrown weapons loose primal power when used. They might manifest as primal spirits hungering for revenge or as icy winds or crackling lightning. Your powers control your enemies, interfering with their movement, holding them in place, or injuring them for their actions. Also, your attacks might call forth spirits to worry your enemies and pursue them across the battlefield.//

By Brian R. James

A vampire is one of the most feared adversaries an adventurer can face. Their ability to subvert your will or drain your blood are terrifying to even the most stalwart souls. But now you can fight back as a dhampyr -- a hero with the blood of a vampire ancestor flowing through your veins. This article gives you everything you need to play a dhampyr and introduces a new mechanic -- the Bloodline feat -- that doesn’t force you to give up your character's race.

//A creature between the world of the living and the dead, the dhampyr is shrouded in secrecy and harbors a fierce bloodlust. A rare crossbreed with several of the powers of a vampire and none of the weaknesses, a dhampyr is thought to be born of the union of a vampire male and a mortal female. The truth is that such hybrids are far more common than many folk think.//

By Robert J. Schwalb

Githzerai have a mysterious past and an enigmatic existence. Few know the truth about these taciturn folk. This article offers a record of the most common legends of the githzerai race and the closest approximation of the truth a nongithzerai is likely to ever know. Plus, you'll find a host of new racial feats and a new racial paragon path.

//When a mind does not know itself, it is flawed. When a mind is flawed, its bearer is flawed. When the bearer is flawed, that which the bearer touches is flawed. It is said that what a flawed one sees, that one's hands make broken. Gith is such a one. Instead of following her way, remember that strength lies in knowing oneself. In knowing yourself, your true center, you shall endure and grow stronger.//

By Keith Baker

Most gnolls are fierce and feral predators dedicated to the wanton destruction favored by Yeenoghu, their dread demon prince. But some gnolls reject their heritage and the demonic heritage that is their legacy to become adventurers. As shunned as other such renegades by most civilized lands, these gnoll heroes nevertheless pursue more noble causes and seek to push back the tide of darkness that constantly threatens to consume all in its path.

//Gnoll legends trace the origin of their species to the demon prince Yeenoghu. Known as the Beast of Butchery and Ruler of Ruin, Yeenoghu sought to spread his hand through the mortal world by creating an army that would sow discord and terror across civilized lands. His demons numbered too few and could not remain in the mortal world indefinitely, but Yeenoghu took a few of his mightiest and most savage demons and fed them to a pack of mortal hyenas. The essence of the demons fused with the animals, and their children were the first of the gnolls -- fierce humanoid creatures combining the traits of cunning hyena and vicious fiend. Yeenoghu charged the gnolls to spread horror in his name, bathing the lands in blood and bringing suffering to all things unfortunate enough to cross paths with the Children of Yeenoghu. Through this butchery, they earn a place of honor in the domain of the demon prince.//

By Robert J. Schwalb

Few monstrous creatures have the same mythological connotations as the fearsome minotaurs, and few D&D creatures inspire the creation of so many monstrous PCs. With "Playing Minotaurs," you have the opportunity to add this savage creature to your race options for your next character. With new racial feats and paragon feats, you'll have your minotaur charging down dungeon corridors in no time.

//Minotaurs embody the tension between civilization and savagery -- discipline and madness -- because the minotaurs stand in two worlds. Tugged toward wanton violence but bound by conscience, numerous minotaurs are driven to rise above their dark impulses. Such a minotaur walks the labyrinthine pathways of introspection, seeking the balance between the monstrous and refined. Like a deadly maze, this personal journey has hazards and traps aplenty. Innumerable minotaurs succumb to the wicked temptations staining their souls, whereupon they find themselves thralls to the dread Baphomet, the Horned King. Minotaurs must struggle to become more than the beasts they resemble or succumb to demonic brutality.//

By Chris Sims

Once humans who hoped to cheat death, the shadar-kai, natives of the Shadowfell, have forged an identity all their own. Thrill seekers and devotees of the Raven Queen, they have spread across the Multiverse, even to the mortal realm. With "Playing Shadar-kai," you can now play this fully supported race with new racial feats, paragon paths, and more. Learn about the culture of the shadar-kai in detail, and decide whether you will fight for the glory of the Raven Queen or turn your back on your heritage and seek another route to glory and adventure.

//Long eons in the Shadowfell have shaped the shadar-kai into a fiery and, some say, cruel people. Fighting the apathy pervasive in their home plane, shadar-kai live passionately and fearlessly, if grimly. They see themselves as instruments of death and dissolution, the bringers of the righteous end to complacency, stagnation, and life itself. Theirs is a harsh society of self-interest. Among shadar-kai, the strong of body and mind excel and create legends. The weak molder to dust, passing into eternity unremembered.//

By Chris Sims

Vistani are a nomadic people who travel in caravans of rolling house wagons, storage wagons, people, pets, and livestock. Well known is the fact that such Vistani clans roam the world, the Feywild, and the Shadowfell. Less known is that each clan has elders that know rituals and sites to cross between these planes. Hence, a Vistani caravan might be found anywhere in the parallel worlds between the elemental and immortal realms. Now they can enter your campaign world, too.

//Without homeland, the Vistani roam the world and its reflections. They weave enigmatic stories of their past, and their ways are inscrutable to outsiders. Vistani clans, full of folk of differing races, rove outside the politics and concerns of civilized places. Their magic and guile allow them to safely traverse the dark gulfs between settled areas and cross the walls between worlds. To sedentary people, these numinous vagabonds bring exotic goods, news, services, and skills. They take away new friends, orphaned children, and survival essentials, as well as more valuables than, perhaps, they honestly earned. //

By Chris Sims

Being a Vistani means having the Vistani Heritage feat, which is a bloodline feat. An assortment of unique bloodline feats, which require the Vistani Heritage feat, are available to Vistani. Now they're available to you, too -- heroic, paragon, and epic tiers, plus the Vistani Execrator paragon path -- thanks to D&D Insider.

//The Vistani share their secrets -- both magical and otherwise -- only with those who are also vistani. Once you have been welcomed into a vistani caravan and accepted as a member, you undergo a ritual led by a vistani elder. During the ritual, some of your blood is shared with that of someone in the caravan. As your blood mingles with that of the vistani, your eyes grow dark, and you become one with the rest of the caravan, which grants you access to the feats, powers, and other options available to all vistani. //

By Chris Sims

he Vistani are often masters of ritual magic. Their elders have traveled the planes for decades and have accumulated the knowledge of races and cultures that have since vanished from the planes. Their mystical knowledge is passed only to those who are worthy of their trust -- typically only members of a Vistani caravan. Uncover their secret rituals in this article.

//A large tiger-eye jewel serves as this item’s pendant. The jewel sometimes moves like an actual eye, and it helps you discharge eye-related effects. //

The 4th Edition Monster Manual gives a first look at the newest version of the warforged race. But this article presents the warforged race fully detailed, as if straight out of the pages of the Player’s Handbook. Complete with racial feats, paragon paths, rules for warforged components, and detailed information on including warforged in any D&D campaign—Eberron or otherwise—this article will satisfy any fans of this compelling race.

//"Created as soldiers for a war that spelled the end of an age, warforged are artificial beings that display a human level of intelligence and self-awareness."//


By (No authors listed)

Fresh from the development pit comes a new rules concept currently scheduled to appear next year in Player's Handbook 3. Hybrid characters take elements of two classes and blend them far more thoroughly than the multiclass system. Take the hybrid characters rules for a spin and send your comments to dndinsider@wizards.com, with "Playtest: ~PH3" in the subject line.

//Like the multiclass feats introduced in the Player's Handbook, these rules let you reflect a more varied array of character abilities than traditional classes do. Whether you’re doing this to reflect your character's elaborate backstory, to combine different mechanical elements to create a potent new combination, or to fill out a party that needs just a little something extra, the end result is the same: Your hybrid character gives up depth of ability in exchange for greater flexibility.//

By (No authors listed)

D&D Insider brings you another exclusive playtest opportunity this month with a second look at hybrid characters from Player's Handbook 3. The hybrid character rules allow you to combine elements of two character classes into a whole. Effectively, you create a brand-new class from portions of two classes. We analyzed your comments from the first round of playtesting and present the results here for a second round. Check out hybrid characters and send us your feedback at dndinsider@wizards.com.

//The hybrid character rules break down each class into parts. The hybrid version of a class provides a portion of the game benefits of the normal class (hit points, defenses, proficiencies, class features, and so forth). When combined with the hybrid version of another class, these two partial classes create a whole, functional class.//

By Rob Heinsoo, Mike Mearls, and Robert J. Schwalb

D&D Insider brings you another exclusive playtest opportunity this month with a first look at the monk from Player's Handbook 3. One build from the upcoming release is presented here, featuring thirty levels of options. Check out the monk and send us your feedback at dndinsider@wizards.com.

//From high in forbidding mountains to the alleys of a city's meanest district, the ascetic warriors known as monks practice their art. By focusing on their minds and bodies, honing both to near perfection, they master a psionic fighting art that allows them to deliver a punch with the force of a giant's club and to absorb attacks as well as a heavily armored knight. Monks tap into the psionic potential that rests within their bodies and minds, turning that energy further inward to fortify their bodies and sharpen their minds.//

By Rob Heinsoo, Mike Mearls, Jesse Decker, and Rob Schwalb

Exclusive to D&D Insider, the barbarian! This Player's Handbook 2 class won't see print until 2009, but you can get a first look at one of the builds for the class here, from levels 1 to 30. So roll up a barbarian and send us your feedback today!

//Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy's strike. For barbarians' foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. These rages, although temporary, give a barbarian incredible powers, a combination of skill, willpower, and a legacy of ancient tribal rituals.//

By James Wyatt and Robert J. Schwalb

D&D Insider brings you another exclusive playtest opportunity. Check out one of the new races scheduled to appear in Player's Handbook 3: the wilden! Take these fey creatures for a spin and send your comments to dndinsider@wizards.com, with "Playtest: Wilden" in the subject line.

//With the dew of their creation still wet upon their brows, the wilden emerge from the Feywild's unspoiled reaches, from ancient bogs and primeval forests. Awakened to combat the growing corruption plaguing the lands, they shoulder the burden of restoring the natural order and purging the aberrant horror from the world.//

By Greg Bilsland

Another playtest opportunity is here, exclusively in Dragon! This time, test drive a new catastrophic dragon from Monster Manual 3. Check out the article, give the dragon a spin, and send us your feedback at dndinsider@wizards.com!

//Volcanic dragons are an utterly destructive force on the battlefield. Although they are fast fliers, they prefer to swoop in and fight on an earthen surface where they can take advantage of their powers. A volcanic dragon prefers to focus its attention on any enemy dragons or draconic humanoids. Otherwise, it just sows as much chaos and destruction as possible. The dragon uses its powers to make the battlefield a hellish landscape, forcing enemies to maneuver around fissures and volcanoes if they want to avoid burning lava.//


By Stephen ~Radney-MacFarland

Although the Feywild is not the sole origin of arcane magic, it’s a powerful one. The practitioners of fey arcane power are both mysterious and subtle. Some of the most subtle follow the Gloaming Court, which is a confederation of philosopher fey that holds sway over the twilight, romance, dreams, inspiration, epiphany, and dusk. Nontraditionalist, they follow a particular path of arcane enlightenment they call the Gloaming Path. This article offers a small selection of Gloaming Path backgrounds, powers, and familiars available to heroic tier arcane spellcasters.

//As the lightning crashed around us on that windswept and hail-battered knoll, I cried out to my master. I pleaded with him to quit this dangerous spell, while never sure my frantic voice broke the din. If he heard me, he ignored me. His eyes aglow with eldritch light, he intoned the fey incantation over and over again. With each verse the world seemed to rumble and crash toward its end. With each syllable he called down our doom. //

By Ari Marmell

The new martial powers presented in this article allow you to play an Endurance-focused fighter, an Athletics-focused ranger, an Acrobatics-focused rogue, or an Intimidate-focused warlord. Each of these has a specific skill as a prerequisite, plus an effect designed to make the power incorporate or emulate the use of that skill as part of its execution.

//With great agility, you cross harsh terrain and weave through foes just before making your enemy regret it ever confronted you in battle. //

|Description:|Provides a new date format ('pppp') that displays times such as '2 days ago'|
|Version:|1.0 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
* If you want to you can rename this plugin. :) Some suggestions: LastUpdatedPlugin, RelativeDatesPlugin, SmartDatesPlugin, SexyDatesPlugin.
* Inspired by http://ejohn.org/files/pretty.js
Date.prototype.prettyDate = function() {
	var diff = (((new Date()).getTime() - this.getTime()) / 1000);
	var day_diff = Math.floor(diff / 86400);

	if (isNaN(day_diff))      return "";
	else if (diff < 0)        return "in the future";
	else if (diff < 60)       return "just now";
	else if (diff < 120)      return "1 minute ago";
	else if (diff < 3600)     return Math.floor(diff/60) + " minutes ago";
	else if (diff < 7200)     return "1 hour ago";
	else if (diff < 86400)    return Math.floor(diff/3600) + " hours ago";
	else if (day_diff == 1)   return "Yesterday";
	else if (day_diff < 7)    return day_diff + " days ago";
	else if (day_diff < 14)   return  "a week ago";
	else if (day_diff < 31)   return Math.ceil(day_diff/7) + " weeks ago";
	else if (day_diff < 62)   return "a month ago";
	else if (day_diff < 365)  return "about " + Math.ceil(day_diff/31) + " months ago";
	else if (day_diff < 730)  return "a year ago";
	else                      return Math.ceil(day_diff/365) + " years ago";

Date.prototype.formatString_orig_mptw = Date.prototype.formatString;

Date.prototype.formatString = function(template) {
	return this.formatString_orig_mptw(template).replace(/pppp/,this.prettyDate());

// for MPTW. otherwise edit your ViewTemplate as required.
// config.mptwDateFormat = 'pppp (DD/MM/YY)'; 
config.mptwDateFormat = 'pppp'; 


|Description:|Changes tag links to make it easier to open tags as tiddlers|
|Version:|3.0.1 ($Rev: 3861 $)|
|Date:|$Date: 2008-03-08 10:53:09 +1000 (Sat, 08 Mar 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
config.quickOpenTag = {

	dropdownChar: (document.all ? "\u25bc" : "\u25be"), // the little one doesn't work in IE?

	createTagButton: function(place,tag,excludeTiddler) {
		// little hack so we can do this: <<tag PrettyTagName|RealTagName>>
		var splitTag = tag.split("|");
		var pretty = tag;
		if (splitTag.length == 2) {
			tag = splitTag[1];
			pretty = splitTag[0];
		var sp = createTiddlyElement(place,"span",null,"quickopentag");
		var theTag = createTiddlyButton(sp,config.quickOpenTag.dropdownChar,
		if (excludeTiddler)

	miniTagHandler: function(place,macroName,params,wikifier,paramString,tiddler) {
		var tagged = store.getTaggedTiddlers(tiddler.title);
		if (tagged.length > 0) {
			var theTag = createTiddlyButton(place,config.quickOpenTag.dropdownChar,
			theTag.className = "miniTag";

	allTagsHandler: function(place,macroName,params) {
		var tags = store.getTags(params[0]);
		var filter = params[1]; // new feature
		var ul = createTiddlyElement(place,"ul");
		if(tags.length == 0)
		for(var t=0; t<tags.length; t++) {
			var title = tags[t][0];
			if (!filter || (title.match(new RegExp('^'+filter)))) {
				var info = getTiddlyLinkInfo(title);
				var theListItem =createTiddlyElement(ul,"li");
				var theLink = createTiddlyLink(theListItem,tags[t][0],true);
				var theCount = " (" + tags[t][1] + ")";
				var theDropDownBtn = createTiddlyButton(theListItem," " +

	// todo fix these up a bit
	styles: [
"/* created by QuickOpenTagPlugin */",
".tagglyTagged .quickopentag, .tagged .quickopentag ",
"	{ margin-right:1.2em; border:1px solid #eee; padding:2px; padding-right:0px; padding-left:1px; }",
".quickopentag .tiddlyLink { padding:2px; padding-left:3px; }",
".quickopentag a.button { padding:1px; padding-left:2px; padding-right:2px;}",
"/* extra specificity to make it work right */",
"#displayArea .viewer .quickopentag a.button, ",
"#displayArea .viewer .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink, ",
"#mainMenu .quickopentag a.tiddyLink ",
"	{ border:0px solid black; }",
"#displayArea .viewer .quickopentag a.button, ",
"#mainMenu .quickopentag a.button ",
"	{ margin-left:0px; padding-left:2px; }",
"#displayArea .viewer .quickopentag a.tiddlyLink, ",
"#mainMenu .quickopentag a.tiddlyLink ",
"	{ margin-right:0px; padding-right:0px; padding-left:0px; margin-left:0px; }",
"a.miniTag {font-size:150%;} ",
"#mainMenu .quickopentag a.button ",
"	/* looks better in right justified main menus */",
"	{ margin-left:0px; padding-left:2px; margin-right:0px; padding-right:0px; }", 
"#topMenu .quickopentag { padding:0px; margin:0px; border:0px; }",
"#topMenu .quickopentag .tiddlyLink { padding-right:1px; margin-right:0px; }",
"#topMenu .quickopentag .button { padding-left:1px; margin-left:0px; border:0px; }",

	init: function() {
		// we fully replace these builtins. can't hijack them easily
		window.createTagButton = this.createTagButton;
		config.macros.allTags.handler = this.allTagsHandler;
		config.macros.miniTag = { handler: this.miniTagHandler };
		config.shadowTiddlers["QuickOpenTagStyles"] = this.styles;



By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

Check out the latest information on our organized play programs!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

Chris Tulach
By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

by Chris Tulach

This month, Chris gives more insider info on the state of the RPGA.

by Chris Tulach

This month, Chris tells us about the planned launch of the newest Living campaign: Living Forgotten Realms.

By Chris Tulach

This month, Chris tells us more about the Living Forgotten Realms campaign.

By Chris Tulach

This month, Chris tells us more about the Living Forgotten Realms campaign and how you can get involved.

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!

By Chris Tulach

The Living FR campaign is in full swing. Learn more about how to get involved!


By Brian James

The goddess Auril commands a land of harsh, perpetual winter. Her domain periodically touches the mortal world, bringing with it magical blizzards of intense severity and sometimes trapping the unwary wanderer within. Explore Auril's Hall and the lands surrounding it in this new installment of Realmslore!

//Beyond the ken of most mortals exists an other-worldly dominion of fantastic terrain dominated by untamed wilderness and populated by all manner of feral beasts and faerie folk. The Deep Wilds epitomizes the raw, unfettered force of nature -- a savage expanse that liberates the spirit and brings out the beast in all who spend too much time there.//

By Brian R. James

Nestled among the fog-shrouded isles of the Moonshaes rests the kingdom of Sarifal. Home to fey of all shapes, sizes, and varieties, Sarifal is an enchanted realm steeped in dreams and myth. An eldritch wonderland alive with verdant forests and majestic highlands, some whisper that Sarifal isn't of this world at all, but is in fact a swath of the Feywild transplanted to Toril for nefarious design.

//Outsiders see Sarifal as a sylvan paradise governed by a strong yet enigmatic leader -- an image the ruling matriarch works hard to cultivate. Those born to the region, however, know that life within Sarifal is a delicate chess match between several powers, capricious archfey, depraved fomorians, spirit lords, and more. So far the High Lady and the few remaining of her kind have been able to maintain the delicate balance of power. But for how long?//


By Kolja Raven Liquette

Elkridge is a pleasant, peaceful valley, home to a community of farmers and artisans unaccustomed to the ways of violence. When wild drakes descend on the valley, attacking livestock and citizens alike, the locals need the help of experienced warriors for protection. Beyond the immediate need for defense is the larger question of where these creatures come from, why they are attacking the valley, and how it's all connected to the region's dim past. Remains of the Empire is an adventure for 3rd-level ~PCs.

//Long ago, when the Dragonborn Empire of Arkhosia thrived, Ustraternes, one of many airborne dragonborn citadels, was undone. Tiefling wizards unraveled the magic that levitated the dragonborn fortresses high above the clouds and began bringing them down. One by one, the floating citadels fell to earth. When Ustraternes crashed into an alpine peak, it cracked open like an egg, scattering the sundered pieces in all directions. The mountain thereafter became known as Morningfall Summit, its original name erased from history.//

|Description:|Allows you to easily rename or delete tags across multiple tiddlers|
|Version:|3.0 ($Rev: 5501 $)|
|Date:|$Date: 2008-06-10 23:11:55 +1000 (Tue, 10 Jun 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
Rename a tag and you will be prompted to rename it in all its tagged tiddlers.
config.renameTags = {

	prompts: {
		rename: "Rename the tag '%0' to '%1' in %2 tidder%3?",
		remove: "Remove the tag '%0' from %1 tidder%2?"

	removeTag: function(tag,tiddlers) {
		for (var i=0;i<tiddlers.length;i++) {

	renameTag: function(oldTag,newTag,tiddlers) {
		for (var i=0;i<tiddlers.length;i++) {
			store.setTiddlerTag(tiddlers[i].title,false,oldTag); // remove old
			store.setTiddlerTag(tiddlers[i].title,true,newTag);  // add new

	storeMethods: {

		saveTiddler_orig_renameTags: TiddlyWiki.prototype.saveTiddler,

		saveTiddler: function(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created) {
			if (title != newTitle) {
				var tagged = this.getTaggedTiddlers(title);
				if (tagged.length > 0) {
					// then we are renaming a tag
					if (confirm(config.renameTags.prompts.rename.format([title,newTitle,tagged.length,tagged.length>1?"s":""])))

					if (!this.tiddlerExists(title) && newBody == "")
						// dont create unwanted tiddler
						return null;
			return this.saveTiddler_orig_renameTags(title,newTitle,newBody,modifier,modified,tags,fields,clearChangeCount,created);

		removeTiddler_orig_renameTags: TiddlyWiki.prototype.removeTiddler,

		removeTiddler: function(title) {
			var tagged = this.getTaggedTiddlers(title);
			if (tagged.length > 0)
				if (confirm(config.renameTags.prompts.remove.format([title,tagged.length,tagged.length>1?"s":""])))
			return this.removeTiddler_orig_renameTags(title);


	init: function() {



By Peter Schaefer

Rituals form one of the cornerstones of new design in 4th Edition. In this article, by Peter Schaefer, we get a bunch of new rituals to add to those found in the Player’s Handbook. Create obstacles for your foes with Arcane Barrier or Earthen Ramparts, or protect those things you value most with Chameleon’s Cloak and Safeguard.

//In Dungeons & Dragons, rituals provide some of the most flexible options for your heroes. They represent all the magic that isn’t designed for combat, from cleansing your clothes to moving an entire village hundreds of miles across the continent. Rituals cost nothing to learn (though they might be expensive to find), so a ritual caster should learn as many as possible. Acquire all the rituals you can and accrue an enormous body of mystic literature describing the many strange things you can accomplish through ritual.//


By Robert J. Schwalb

Years ago, the Mercykillers were one of the many intolerant factions that caused endless mayhem in the City of Doors. But since the Faction Wars, few factions have found a way to recover their lost glory. That won't stop some -- such as the Mercykillers -- from trying. Check out the new faction in "Riven Justice!"

//Drifting through the multiverse, spinning in a reality of its own, is the City of Doors, Sigil. Long has this fantastic metropolis held a place of honor in the planes, for it lies at the nexus of all worlds. Anyone can leave the city for any plane, any reality, and any world, provided the proper door and the matching key. Sigil is also neutral ground, where peoples from all walks mingle and coexist in a tenuous peace. A pit fiend, accompanied by his entourage, might dine in the same common room as one of Bahamut's exarchs, neither sparing even a glance at the other. One entity keeps Sigil's people in line: the Lady of Pain. Those who cross her rarely live long enough to comment on the appropriateness of her name.//


by Bruce R. Cordell and Chris Sims

In this installment of Roll vs. Role, we take a look at the snaketongue cultists. These poison-loving cultists are willing to fight and die for their serpentine masters. Use this scenario as is in your campaign, or deconstruct it and use the pieces to fuel your next yuan-ti adventure.

//Snaketongue cultists are humans suborned by the doctrine of Zehir, the evil god of darkness, poison, and assassins. The cultists have fallen prey to the core tenants of the Coiled One, and as such they delight in the use of poison, adore snakes of every scale hue and size (especially yuan-ti), and kill in their god’s name, offering each death as a sacrifice in long rituals or quick murders. Snake¬tongue cultists are so fevered in their worship that Zehir and allied yuan-ti reward them with ritual transformations, bestowing upon the cultists minor reptilian traits, which only increases their fanaticism and zeal to die in service to their god.//

by Bruce R. Cordell and Chris Sims

Roll vs. Role debuts in Dragon with the Bile Spider tribe. Goblins are some of the nastiest creatures around to begin with, but Ziguarz the hexer has brought his tribe new power and glory with his focus on the alchemical arts. Now he's discovered that components "harvested" from sentient creatures can potentially give him access to all sorts of new alchemical wonders, and he's set out to gather as many such resources as his tribe can purloin. Learn all the ins and outs of this goblins tribe, and drop them straight into your 4th Edition D&D campaign.

//Goblins are wicked and grasping, and despite their stature, they lack some of the cowardice that other small humanoids display. Worse still, they’re cunning and inventive, as well as perversely resourceful. They know and use dark sorcery and cruel equipment. The expansion of civilization has driven them to the borderlands, but goblins covet the territories occupied by friendlier folk, and they crave the wealth and decadence offered by wrongful conquest and theft.//

By Chris Sims

In the spirit of the holidays, Dragon presents a special Roll vs. Role. The dragon Cazakk the Blessed has established himself as a terror to the Barony of Harkenwold. Each year during the Winter Festival, he travels to every town and hamlet in his domain and demands tribute from the local townsfolk. For fear of their lives should they refuse, they always accede to the greedy wyrm's requests.

//Red dragons are the most powerful of the chromatic dragons, and they know this. Such is their strength that they seem born to arrogance, belligerence, fearlessness, greed, and cruelty. Most red dragons believe that a creature's right to wealth is equal to its ability to defend and keep those riches. Further, few are brave enough to face a dragon. Fewer still are willing to match wit, sword, and spell against a dragon that is burning wrath incarnate. Lack of opposition leaves a red dragon able to exploit weaker creatures.//

By Bruce R. Cordell and Chris Sims

Trolls have been a mainstay of D&D for 30 years. In this installment of Roll vs. Role, enter Napina, a remote community once part of the human empire of Nerath. After years of turmoil, this settlement, and the region around it, have found peace … of a sort. Ruled now by the war troll Venduul, Napina is experiencing prosperity, but at the price of tyranny. If your players are the sort that love a good moral quandary, consider exploring Napina. For if Venduul is overthrown, who will protect the folk living in this rural area from the incursion of worse threats?

//A troll is usually a brutish lout, little better than a green-skinned, clawed ogre that can recover from nearly any wound. It seems bred to kill and consume, and its urge to hunt and its appetite for flesh never ends. Worse is the troll predilection for eating humanoid prey—trolls like to play with their food, and humanoids often play rough. Few trolls ever rise above the barbaric troll nature, but those that acquire any sort of actual skill in war are truly frightening monsters.//

By Bruce R. Cordell

The Red Wizards form a powerful mercantile force in the Realms. Dig into one of their enclaves, Rose Keep, in this article. Learn about the Wizards who run the enclave, explore the compound with the included map, and learn about the goals these Red Wizards pursue when not peddling their wares.

//When one speaks of Red Wizards, one is most likely referring to merchants who specialize in scrolls, magic items, and sometimes, illicit substances and questionable trade goods.

The average Red Wizard enclave exists as small mercantile manor or trading compound within the walls of a city large enough to support even minuscule magical trade. Customers usually interact with Red Wizards (or their agents) on the enclave’s grounds. Red Wizard enclaves are in many of the major coastal cities of the Sea of Fallen Stars, as well as in the Moonsea region.//


By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples. 

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By [[Mike Mearls]]

Mike continues to educate on the nature of skill challenges with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples. 

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike presents a sample skill challenge that's ready to drop into any sneaky situation with minimal modification.

By Mike Mearls

Mike explores the ins and outs of the skill challenge system, with examples of unique implementations.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.

By Mike Mearls

Mike continues to educate on the nature of skill challenges, with unique applications and examples.


By Stephen ~Radney-MacFarland

A DM’s best friend? Stephen Radney-MacFarland, back with advice about getting the most from gaming conventions.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

"How do I get in on a Dungeons & Dragons game?" There's a simple, innocent question if ever there was one. To answer it, Stephen needs an entire Save My Game column. Maybe it's not so simple after all ...

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag. 

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

//Excerpt not available at time of posting//

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

A DM’s best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

By Stephen ~Radney-MacFarland

Stephen offers advice to ~DMs on helping players develop interesting character backgrounds, then integrating them into the campaign. Then it's off to the mailbag!

By Stephen ~Radney-MacFarland

More excellent advice from our DM problem-solver-in-residence.

by Stephen ~Radney-MacFarland

A DM's best friend? Stephen ~Radney-MacFarland, back with more advice and letters from the mailbag.

|Description:|Provides two extra toolbar commands, saveCloseTiddler and cancelCloseTiddler|
|Version:|3.0 ($Rev: 5502 $)|
|Date:|$Date: 2008-06-10 23:31:39 +1000 (Tue, 10 Jun 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
To use these you must add them to the tool bar in your EditTemplate

	saveCloseTiddler: {
		text: 'done/close',
		tooltip: 'Save changes to this tiddler and close it',
		handler: function(ev,src,title) {
			var closeTitle = title;
			var newTitle = story.saveTiddler(title,ev.shiftKey);
			if (newTitle)
				closeTitle = newTitle;
			return config.commands.closeTiddler.handler(ev,src,closeTitle);

	cancelCloseTiddler: {
		text: 'cancel/close',
		tooltip: 'Undo changes to this tiddler and close it',
		handler: function(ev,src,title) {
			// the same as closeTiddler now actually
			return config.commands.closeTiddler.handler(ev,src,title);



By Logan Bonner

Explore the depths of the ocean -- and use the new vehicle rules from Adventurer's Vault -- with "Sea Reavers of the Shrouded Crags." The PCs are called upon to infiltrate and eliminate a group of raiders terrorizing the coast. But the PCs soon find they're in over their heads, as they discover that there's more to the story than previously thought. An adventure for 15th-level characters.

//Raids along a remote coast have targeted an organization of cities called the Confederacy of Orodaum. The cities of the Sapphire Sea used to fare for themselves, but about one year ago, the leader of the city of Seryth Orodaum -- Lord Felmorra -- went missing. Gondra, one of Lord Felmorra's generals, warned the other cities that a treacherous ruler from the fog-shrouded north had abducted him. The cities banded together under Gondra's leadership, and he sent out troops and ships just as the raids began.

The raiders have been sinking military vessels and disrupting shipments at many of the settlements. Appearing out of nowhere, they surprise even the most experienced lookouts and see through all of Gondra's attempts at espionage. The ruler of the confederacy seeks brave souls to travel into the fog-shrouded lands to find the raiders' hidden base.//

By Matt Sernett

 Necromancy -- the magic of death and the undead -- is feared and viewed with horror by most. But some who practice this blackest of arts know that power of any sort, when wielded by a just and wise hand, can be bent to serve any master for good or evil. In "Secrets of the City Entombed," explore lost Rahesh, the city destroyed by fire and ash where the study of necromancy once achieved immense power.

//Evil and necromancy seem to go hand in skeletal hand. The parasitic presence of a vampire, the cold intellect of a lich, the unstoppable rage of the death knight -- these products of necromancy rightfully earn the magic its reputation for malevolence. Yet an axe can be used to cut wood or to hew men. Surely necromancy can be put to good purpose. This is the dream of those who seek necromantic knowledge in taboo Rahesh, the City Entombed, and these Scholars of Sin will share their secrets with those who dare to learn them.

This article supports Open Grave: Secrets of the Undead. The book provides a feast of great ideas and game material for Dungeon Masters, and players will find its magic items and rituals useful. The powers presented in this article offer players more ways to add an air of necromancy to their characters, and the setting for the discovery of those powers gives DMs a great place to reveal material from Open Grave. In addition, this article features material for classes from Player's Handbook 2, out in March, 2009.//

|Description:|Lets you easily switch theme and palette|
|Version:|1.0.1 ($Rev: 3646 $)|
|Date:|$Date: 2008-02-27 02:34:38 +1000 (Wed, 27 Feb 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
* Borrows largely from ThemeSwitcherPlugin by Martin Budden http://www.martinswiki.com/#ThemeSwitcherPlugin
* Theme is cookie based. But set a default by setting config.options.txtTheme in MptwConfigPlugin (for example)
* Palette is not cookie based. It actually overwrites your ColorPalette tiddler when you select a palette, so beware. 
* {{{<<selectTheme>>}}} makes a dropdown selector
* {{{<<selectPalette>>}}} makes a dropdown selector
* {{{<<applyTheme>>}}} applies the current tiddler as a theme
* {{{<<applyPalette>>}}} applies the current tiddler as a palette
* {{{<<applyTheme TiddlerName>>}}} applies TiddlerName as a theme
* {{{<<applyPalette TiddlerName>>}}} applies TiddlerName as a palette

config.macros.selectTheme = {
	label: {
      		selectTheme:"select theme",
      		selectPalette:"select palette"
	prompt: {
		selectTheme:"Select the current theme",
		selectPalette:"Select the current palette"
	tags: {

config.macros.selectTheme.handler = function(place,macroName)
	var btn = createTiddlyButton(place,this.label[macroName],this.prompt[macroName],this.onClick);
	// want to handle palettes and themes with same code. use mode attribute to distinguish

config.macros.selectTheme.onClick = function(ev)
	var e = ev ? ev : window.event;
	var popup = Popup.create(this);
	var mode = this.getAttribute('mode');
	var tiddlers = store.getTaggedTiddlers(config.macros.selectTheme.tags[mode]);
	// for default
	if (mode == "selectPalette") {
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'),"(default)","default color palette",config.macros.selectTheme.onClickTheme);
	for(var i=0; i<tiddlers.length; i++) {
		var t = tiddlers[i].title;
		var name = store.getTiddlerSlice(t,'Name');
		var desc = store.getTiddlerSlice(t,'Description');
		var btn = createTiddlyButton(createTiddlyElement(popup,'li'), name?name:t, desc?desc:config.macros.selectTheme.label['mode'], config.macros.selectTheme.onClickTheme);
	return stopEvent(e);

config.macros.selectTheme.onClickTheme = function(ev)
	var mode = this.getAttribute('mode');
	var theme = this.getAttribute('theme');
	if (mode == 'selectTheme')
	else // selectPalette
	return false;

config.macros.selectTheme.updatePalette = function(title)
	if (title != "") {
		if (title != "(default)")

config.macros.applyTheme = {
	label: "apply",
	prompt: "apply this theme or palette" // i'm lazy

config.macros.applyTheme.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
	var useTiddler = params[0] ? params[0] : tiddler.title;
	var btn = createTiddlyButton(place,this.label,this.prompt,config.macros.selectTheme.onClickTheme);
	btn.setAttribute('mode',macroName=="applyTheme"?"selectTheme":"selectPalette"); // a bit untidy here

config.macros.selectPalette = config.macros.selectTheme;
config.macros.applyPalette = config.macros.applyTheme;

config.macros.refreshAll = { handler: function(place,macroName,params,wikifier,paramString,tiddler) {
	createTiddlyButton(place,"refresh","refresh layout and styles",function() { refreshAll(); });


By Greg Bilsland

If you’re looking for more Thunderspire Labyrinth action, check out this short adventure. Set to enhance the events of H2, this Side Trek will give your PCs plenty of extra opportunities to delve into the mysteries of the adventure.

//The Thunderspire Labyrinth adventure has many locations essential to the completion of the adventure. However, it also offers a few nonessential adventure sites. This Side Trek expands upon those locations. You can either provide characters with a hook from the section below or allow them to stumble into the encounters during their exploration of the Labyrinth.//


Dragon & Dungeon Article Index

by Matthew Sernett

As the PCs stumble across a simple group of pilgrims seeking to return the relics of a long-dead champion to their resting place, they witness a horrendous attack. The relics stolen, the PCs must race to the Face in the Hill, a place of mystery and ancient peril in the Warwood -- itself a place fillled with the echoes of long-forgotten legends. There, they discover a dark plot to release a terrible madness on the land, fueled by the stolen relics and the blood of innocent victims. Plumbing the Tomb of Dreams reveals dangers the PCs might not expect, as they're forced to face not only its physical denizens, but their own worst fears.

//Just over a hundred years ago, two armies met in a cataclysmic conflict that threatened to destroy both sides. An evil paladin favored by his deity led one force. At the head of the other army stood something worse—a creature of greater wickedness whose master possessed far darker aims for the world. Knowing that a battle between the assembled hosts would devastate both, the leaders met in single combat. The loser’s army would forfeit the field and disband. The result was a fluke of fate: The evil generals killed one another simultaneously.//

By David Noonan

The Scales of War Adventure Path kicks off in dramatic fashion in issue #156 with "Rescue at Rivenroar," by industry veteran David Noonan. The town of Brindol has experienced a time of peace after the tumultuous war with the goblins of the Red Hand. The town has rebuilt and even constructed a memorial dedicated to the champions who freed the Elsir Vale from the grip of fear and tyranny. But now several citizens of the town have gone missing, and relics of the war have been stolen, leading many to wonder if Brindol will ever find peace. The PCs must discover what has happened to these unfortunate townsfolk and bring them back alive -- if possible.

//The world has never been a safe place. Bastions of civilization populate a dark, menacing world -- islands of order and reason exist in a land otherwise overrun by dark cults, vile monsters, creatures from the dark edges of the imagination, and worse. As deadly as the world is on a normal day, something has begun to stir on the fringes of the civilized Elsir Vale. Formerly the site of an attack by an army known as the Red Hand, the Vale has known several years of peace since brave adventurers stormed into the teeth of the approaching Hand and sent them scurrying back into the darkness.//

By Robert J. Schwalb

The Scales of War Adventure Path continues! The troubles in Elsir Vale were not just confined to Rivenroar. Word is spreading that the dwarves of Overlook are summoning all brave souls from the Vale to join in the defense of Bordrin’s Watch. This ancient fortress guards the only known pass through the mountains that border the Vale to the west, and rumors of a vast horde of orcs, trolls, and worse have begun to sound as if they have merit. When the PCs arrive in Overlook, however, events seem even more dire than expected, and they must move quickly to protect Overlook and the lands beyond from an evil beneath the mountains.

//How can we forget the suffering of our kin during the Age of Chains? How can we set aside those ancient grudges when the risk of slavery is now greater than ever? Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’ drum. It falls to us to stop them—to hold fast no matter their numbers. If we falter, we give in to fear. It’s not just ourselves and our way of life that will suffer—all people of the Elsir Vale will perish as well. War is upon us. Now is the time for men and women of courage to stand up and defend those who cannot defend themselves.//

By Scott Fitzgerald Gray

The third installment in the Scales of War Adventure Path is here! Having saved Overlook from the threat posed by the orog Tusk, the PCs return to the city as heroes. There, they find that something new threatens the city and Elsir Vale beyond it. Their quest to discover who is behind the mountain orcs' organization, as well as their well-armed orog leaders, will take the heroes beyond this world and into the Shadowfell.

//In "Siege of Bordrin's Watch," the ~PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an arms-running operation bridging two planes and finally confronting the charismatic figure behind it.

Sarshan is an opportunistic shadar-kai arms dealer. For years, he has built an invisible mercantile empire around the sale and brokering of weapons, armor, mercenaries, and intelligence from his domain in the Shadowfell. Though Sarshan plays a significant part in this adventure, the ~PCs' initial focus is on one of his lieutenants -- a dark creeper shadowborn stalker named Modra.//

By Greg A. Vaughan with James Larrison

The next installment in the Scales of War Adventure Path is here! As Overlook prepares for war, a long-lost mine has been discovered, ready to supply the city with the resources it needs to prepare its defenses. It's up to the ~PCs to find a route to the mine and secure it for the powerful Ironfell clan.

//The city of Overlook stands at the base of the Stonehome Mountains at the farthest western reaches of Elsir Vale. This age-old redoubt was the center of the ancient dwarf kingdom that once dominated the vale but which faded into obscurity generations ago.

Though little is remembered of this lost kingdom, its folk ventured far and wide in their day. One dwarf clan -- the Ironfell -- made forays in search of mineral wealth in the deserts beyond the Thornwaste to the southwest of Elsir Vale. There, they established a mine they called the Karak Lode, after the first dwarf of Clan Ironfell to fall in its defense.

Over long years, Karak became a legendary source of wealth as its folk pulled rich deposits of gold, silver, and other precious metals from beneath the desert sands. A supply depot was established at the desert's edge to service the caravans traveling between the mine and Elsir Vale, but the location of the Karak Lode was kept a closely guarded secret. Only oath-sworn members of Clan Ironfell ever made the final leg of the journey across the sands.//

By Rodney Thompson

The Scales of War Adventure Path continues. The PCs receive a strange summons from a very unexpected source that takes them back to Brindol. From there, they must embark on a quest that will change the course of their fate and possibly save Elsir Vale.

//Some months ago, a mysterious figure calling himself only the Emissary contacted the hobgoblin chieftain Sinruth and spurred him into reviving the marauding horde known as the Red Hand of Doom. Unbeknownst to both Sinruth and the PCs, this Emissary was the shadar-kai arms dealer Sarshan. Simultaneously, Sarshan began sending messages to the leader of a band of gnoll mercenaries, a disciple of Yeenoghu named Fangren, in the hope of inciting the gnolls in a similar fashion.

The gnolls were not so easily commanded, however, forcing Sarshan to take more drastic steps. While the goblins were content to raid Brindol thanks to little more than motivational letters, the gnoll mercenaries required something more. In order to secure their services, Sarshan arranged for the gnolls to receive several shipments of shadar-kai weapons from his storehouses in the Shadowfell. In exchange, Fangren agreed to lead his mercenaries across Elsir Vale, pillaging, plundering, and seizing as many captives as possible.//

By Ari Marmell

The Scales of War Adventure Path concludes the heroic tier of play with “The Temple Between.” The PCs return to the city of Overlook, its saviors now on multiple occasions. But as the city marshals for a war with an as-yet-unknown foe, the PCs' attempts to aid the city are rebuffed, strangely, at every turn. As they seek to discover the forces at play, they learn of a new threat to the safety of Overlook, Elsir Vale, and possibly more. Can they act in time to prevent the city’s fall? Can they secure an important alliance to aid their efforts? And can they fend off the force of the latest threat to the vale as a new enemy reveals itself?

//The western end of Elsir Vale has been greatly troubled in recent days. The threat of the orc hordes from beyond the Stonehome Mountains, though turned back at Bordrin's Watch, still lingers in the people's minds. Peculiar and hostile creatures of shadow lurk in the caverns and caves below. Political squabbling grows among the city's powerful dwarf clans.

All this makes the city particularly vulnerable to an enemy nobody saw coming -- that nobody even imagined. This enemy has goals and objectives far beyond the ultimately unimportant Elsir Vale, but the first step is the utter subjugation of Overlook.

An enemy who, at least in part, is already here.//

By Robert J. Schwalb

The Scales of War adventure path reached the end of heroic tier in The Temple Between. It's possible, however, that your PCs haven't quite made it to 11th level yet, and that's an important milestone before pressing on. "Fist of Mourning" is the perfect bridge to lead five 10th-level characters into paragon tier and to set the stage for what comes next. Although designed as a short scenario for adventuring parties participating in the "Scales of War" adventure path, you can adapt it for use in a mountainous region of any game world and for any campaign.

//While lords and heroes alike look to the brimming war spilling across the lands, evil blossoms in places unexpected. With the realm, and possibly the world, teetering on destruction's precipice, new factions rise to work their wickedness. One such menace is the Cult of Exquisite Agony, a disturbed cabal dedicated to perfecting mortal flesh by infusing it with the essence of chaos to make it more adaptable, stronger, faster, and better. Gathering in a fallen hero's tomb high in the Stonehome Mountains, this cult commits horrific acts hidden from those who cannot comprehend their effort's magnificent end. Though careful to avoid attention, success's proximity has made them sloppy, and their deeds leave traces that those with courage and resolve can follow.//

By Creighton Broadhurst, Bruce R. Cordell, and David Noonan

"Beyond the Mottled Tower" is the newest installment in the Scales of War Adventure Path. After successfully defending the city of Overlook from General Zithiruun, the heroes have earned some well-deserved rest and accolades. But when an urgent message arrives, summoning the new paragon characters to the nearby village of Talar, the heroes take the first steps on a chase that will lead them across the planes in pursuit of a villain who has plagued the Elsir Vale one time too many.

//"All my careful work destroyed by that traitorous bastard Modra and those 'Heroes of Overlook.' Now, I must begin again, seeking new allies on different worlds to make good my losses. But first, some vengeance on the Vale, as well as a way to eradicate all hints of my involvement with the githyanki. After all, anonymity is the key to any successful betrayal ... ."//

By Kevin Kulp

The heroes must thwart a sophisticated and manipulative githyanki spy whose diplomatic skills have assured him safety within a human city. In the process, they can save potential githzerai allies from extermination, forge an alliance, infiltrate high society, and disrupt the lines of githyanki communication -- which will change the course of war. "Haven of the Bitter Glass" is an adventure for five 12th-level characters.

//In their cities and citadels on the Astral Sea, the githyanki tasked with ensuring success for the upcoming war struggled with a problem: How best to handle communication between different heads of the vast githyanki army? The new githyanki overlord, Emperor Zetch'r'r, was not as magically adept as the late Queen Vlaakith, and the mortal world was vast; it would only be through surprise, strength, and communication that they would carry the day and annihilate their enemies.//

By Chris Tulach

The Scales of War continues as the characters, at the behest of a staunch ally, race to the island of Nefelus. There they find a nation under siege by an icy menace and a threat more dire than any they've faced so far. Can they brave the perils of Icehome? Can they destroy the threat of the Seed of Winter? "Alliance at Nefelus" is an adventure for five 14th-level characters.

//The island nation of Nefelus, a lush tropical realm that has long kept itself isolated from the dealings of the rest of the world, has recently found its tranquil peace disturbed by a threat that even its deva-led mage council cannot squelch. Several weeks ago, a mysterious ice floe appeared a few miles off the coast of the island, and within a few days, the warm and pleasant climate of Nefelus began to grow colder, threatening the natural order.//

By Logan Bonner

The githyanki have established alliances everywhere, even in the Feywild. Following a clue about the origin of the Seed of Winter, the characters seek out the court of Cachlain, a fomorian king of the Feywild. But in a court ruled by madness, nothing is predictable, and the PCs will face old foes and new alike as they continue to seek defeat against the githyanki invaders. An adventure for 15th-level characters.

//"In this war, we face not only mortal danger, but a more sinister attack -- an assault against our hearts and minds. The githyanki threaten to drive us to defeat through neglect and treachery. Neglect as we refuse to take the bold steps we must to survive, and treachery as our enemies lead astray those who could be our allies, and mobilize them against us."//

By Scott Fitzgerald Gray

In "Garaitha’s Anvil," heroes undertake a daring strike mission for the Coalition that stands against the githyanki invasion. What appears at first to be a routine mission against a remote outpost reveals how close the githyanki are to completely overwhelming the Coalition's worldly defenses, but also exposes a critical weakness in the invaders' plans. By undertaking the dangerous infiltration of a githyanki planar nexus, the heroes have a chance to take the fight to the invaders on their own turf and to potentially turn the tide of war! "Garaitha’s Anvil" is an adventure for five 17th-level characters.

//The path of this war and the destruction of all hangs by the thinnest thread, but by the favor of fate and the gods, a light comes to us in our darkest hour. With the power of the Well of Worlds lost to them, the githyanki's assault upon the world will shatter like glass. We must act now if we hope to prevail! There is no time for caution -- no time for fear. Struck with all the force that this Coalition can muster against it, Garaitha’s Anvil must fall.//

By Robert J. Schwalb

The githyanki assault has come to a standstill, but to strike a final blow against their plans for conquest, the heroes must travel to the githyanki stronghold -- the city of Tu'narath on the Astral Sea. There, they must make contact with a faction of githyanki that is less-than enamored of their race's new allegiance to the Dark Lady. If the PCs are successful, they might strike not only a final blow for the freedom of their world, but make new and valuable allies in the process. "Tyranny of Souls" is an adventure for five 19th-level characters.

//Tiamat casts a dark shadow across the ancient githyanki city of Tu'narath, but the city is no stranger to evil's machinations. Having endured the Lich-Queen's thousand-year reign, the city has witnesses astonishing wickedness. All was to have changed with Vlaakith's assassination, but the vacuum she created plunged the city into turmoil, with military commanders and pretenders all vying for her throne. When a leader emerged to right its course, though, it would lead the githyanki into greater darkness in Tiamat's thrall.//

By David Noonan

The githyanki have been defeated, and the heroes' world is safe. Or so it would appear. But upon reporting back to the Coalition of nation states, the adventurers, now wielding power of epic proportions, learn of a new threat. Tiamat, using the githyanki as pawns in her endless struggle against her archrival Bahamut, has enlisted the aid of another ally -- a dark ritualist of immense power. Having lured this denizen of the Shadowfell to her cause ages ago, he has been working on something of immense power -- and great danger -- and only the heroes can discover how great this new threat truly is. They must travel through a domain of dread, and find a way to the ritualist's realm through its only portal...guarded by the domain's own dark lord.

//Tiamat's black exarch, Mornujhar, has hidden away a ritualist of immense knowledge. The ritualist is in a dark realm, working on a ritual that will bring about Bahamut's doom. The only way to reach the exarch and the ritualist is to travel to Monadhan, the Domain of Betrayal, and pass through a portal there.//

By Creighton Broadhurst

In "Grasp of the Mantled Citadel," characters enter the shadowed demiplane of Vaerothim, plunge through the skeletal depths of the Forest of Twisted Souls, and breach the Mantled Citadel's fearsome defense. This is an adventure for five 22nd-level characters. By the end of the adventure, the PCs should have accumulated enough XP to reach 24th level. "Grasp of the Mantled Citadel" is the second epic-level adventure of the Scales of War adventure path and a direct sequel to "Betrayal at Monadhan." With a little work, it can be adapted for use in any campaign.

//From here I look out over the gloom of the Forest of Twisted Souls, and although my actions have brought me to this benighted place, I have no regrets. With new allegiances come terrifying opportunities. Who among those living upon the world now have the power, the discipline, and the knowledge to utterly destroy a god? //

By Daniel Marthaler

In “Legacy of Io,” the characters seek out and recover an ominous artifact they hope will assist them in their struggle against the forces of the dark goddess Tiamat. Unlikely alliances are forged and the heroes find themselves in violent conflict with the good-aligned forces of the heavenly city of Hestavar as they storm through the peaceful planar metropolis in search of what might be the only way to thwart the seemingly unstoppable machinations of the Dragon Queen. “Legacy of Io” is an adventure for five 24th-level characters. This adventure follows “Grasp of the Mantled Citadel” in the Scales of War adventure path but can be adapted for use in any campaign.

//And thus it was that the proud god Io, forefather of dragons, went forth alone to meet that formidable primordial known as the King of Terror. The confrontation raged fierce between the divine and the base for long days as grievous wounds were wrought by both upon the form of the other. It continued in such ferocity unabated until the vile King of Terror took up his crude axe and dealt to noble Io a fearsome blow that shattered his divine form, hewing the valiant god in twain.//

By Rob Heinsoo

The sorcerer is the D&D game’s freewheeling spellcaster, a deadly blaster capable of dealing striker-level damage, sometimes to many enemies at once. As a spellcaster whose power rises from natural talent and bloodline rather than careful study and arcane formulas, the sorcerer is the deliberate antithesis of the carefully buttoned-down wizard. A touch of wildness exists in every sorcerer.

//Playing a chaos sorcerer, your first tier of accomplishment comes when you revel in creating unpredictable situations during play. Your second tier of accomplishment arrives when all the other players begin watching your attack rolls carefully, realizing the difference one of your odd or even rolls can make upon the battlefield. The third tier of accomplishment comes when you achieve control within chaos, understanding all the possible random consequences of your actions and attacks and setting yourself up to maximize the beneficial effects of any possible outcome. //


By Robert Wiese

More intriguing ideas for drawing your players into adventures.


By Christopher Perkins

In early 2008, Wizards of the Coast teamed up with the mad geniuses of Penny Arcade to create a very special D&D 4th Edition podcast. Players included Mike "Gabe" Krahulik and Jerry "Tycho" Holkins of Penny Arcade and special guest star Scott Kurtz of PVP. Together they formed Acquisitions Incorporated, a party of adventurers in search of fame and fortune -- more fortune than fame, actually. The members of Acquisitions, Inc. -- Jim Darkmagic, Omin, and Binwin Bronzebottom -- teamed up again in December of 2008 for a sequel. Mike, Jerry, and Scott needed another fix. This time, we added actor Wil Wheaton to the mix, playing the party intern, an elf avenger named Aeofel. Storm Tower is an adventure for 3rd-level characters.

//The fortified town of Fallcrest faces many threats, among them encroaching monsters from the borderlands, where civilization meets the harsh, untamed wilderness. Goblins and giants are of particular concern. To hold them back, the Lord Warden of Fallcrest ordered the reconstruction of a damaged tower that once kept watch over the Witchlight Fens to the south and the Ogrefist Hills to the west. He hired a team of dwarf stonemasons from the stronghold of Hammerfast and sent them to the tower. Nathan Faringray, a captain in the town militia, was assigned to protect them. A week ago, Faringray was summoned back to Fallcrest to help train new recruits for the town guard. He left his retinue at the tower and rode back to town, believing that the stonemasons were adequately protected. But he was wrong.//

By Bruce R. Cordell

A trio of unscrupulous adventurers called Stormcrow Company once laired in the caverns beneath a weathered pile of stones in the wilderness. It's been years, however, since the mercenaries have been seen. Rumors suggest Stormcrow Company is no more. If true, then the accumulated loot from raids, rewards, and assaults on dragons' hoards lies unguarded beneath a crown of jumbled stones. Does anyone dare to claim the prize? "Stormcrow Tor" is a Dungeons & Dragons adventure for five characters of 4th level. The adventure is completely self-contained, so it can be used in nearly any D&D campaign.

//A final paroxysm of rage and murder swept through the torchlit tunnels beneath Stormcrow Tor. When it was over, two of the three principles were dead and one was altered beyond all recognition. Even the opportunistic creatures that have colonized the old base in the years since know to stay clear of the deepest chambers. Though great treasures surely reside there, so do the most insidious traps left behind by maddened mercenaries whose sanity was well and truly shredded long before their bodies followed. Things still move in the deeps, and not all of those things are living.//

By Bill Slavicsek

Dungeon Delve, releasing in February, 2009, features a number of delve-style adventures, familiar to those of you who have played a D&D event at a recent convention. If you're new to the delve or just want a sneak peek at what the book will hold, check out "Summer’s End," a delve adventure for characters of 18th level.

//Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it "obsession") in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt.//


<<allTags excludeLists>>
<<tabs txtMoreTab "Tags" "All Tags" TabAllTags "Miss" "Missing tiddlers" TabMoreMissing "Orph" "Orphaned tiddlers" TabMoreOrphans "Shad" "Shadowed tiddlers" TabMoreShadowed>>
<<allTags excludeLists [a-z]>>
|Description:|tagglyTagging macro is a replacement for the builtin tagging macro in your ViewTemplate|
|Version:|3.3.1 ($Rev: 6100 $)|
|Date:|$Date: 2008-07-27 01:42:07 +1000 (Sun, 27 Jul 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
See http://mptw.tiddlyspot.com/#TagglyTagging


	parseTagExpr: function(debug) {

		if (this.trim() == "")
			return "(true)";

		var anyLogicOp = /(!|&&|\|\||\(|\))/g;
		var singleLogicOp = /^(!|&&|\|\||\(|\))$/;

		var spaced = this.
			// because square brackets in templates are no good
			// this means you can use [(With Spaces)] instead of [[With Spaces]]
			replace(/\[\(/g," [[").
			replace(/\)\]/g,"]] "). 
			// space things out so we can use readBracketedList. tricky eh?
			replace(anyLogicOp," $1 ");

		var expr = "";

		var tokens = spaced.readBracketedList(false); // false means don't uniq the list. nice one JR!

		for (var i=0;i<tokens.length;i++)
			if (tokens[i].match(singleLogicOp))
				expr += tokens[i];
				expr += "tiddler.tags.contains('%0')".format([tokens[i].replace(/'/,"\\'")]); // fix single quote bug. still have round bracket bug i think

		if (debug)

		return '('+expr+')';


	getTiddlersByTagExpr: function(tagExpr,sortField) {

		var result = [];

		var expr = tagExpr.parseTagExpr();

		store.forEachTiddler(function(title,tiddler) {
			if (eval(expr))

			sortField = "title";

		result.sort(function(a,b) {return a[sortField] < b[sortField] ? -1 : (a[sortField] == b[sortField] ? 0 : +1);});
		return result;

config.taggly = {

	// for translations
	lingo: {
		labels: {
			asc:        "\u2191", // down arrow
			desc:       "\u2193", // up arrow
			title:      "title",
			modified:   "modified",
			created:    "created",
			show:       "+",
			hide:       "-",
			normal:     "normal",
			group:      "group",
			commas:     "commas",
			sitemap:    "sitemap",
			numCols:    "cols\u00b1", // plus minus sign
			label:      "Tagged as '%0':",
			exprLabel:  "Matching tag expression '%0':",
			excerpts:   "excerpts",
			descr:      "descr",
			slices:     "slices",
			contents:   "contents",
			sliders:    "sliders",
			noexcerpts: "title only",
			noneFound:  "(none)"

		tooltips: {
			title:      "Click to sort by title",
			modified:   "Click to sort by modified date",
			created:    "Click to sort by created date",
			show:       "Click to show tagging list",
			hide:       "Click to hide tagging list",
			normal:     "Click to show a normal ungrouped list",
			group:      "Click to show list grouped by tag",
			sitemap:    "Click to show a sitemap style list",
			commas:     "Click to show a comma separated list",
			numCols:    "Click to change number of columns",
			excerpts:   "Click to show excerpts",
			descr:      "Click to show the description slice",
			slices:     "Click to show all slices",
			contents:   "Click to show entire tiddler contents",
			sliders:    "Click to show tiddler contents in sliders",
			noexcerpts: "Click to show entire title only"

		tooDeepMessage: "* //sitemap too deep...//"

	config: {
		showTaggingCounts: true,
		listOpts: {
			// the first one will be the default
			sortBy:     ["title","modified","created"],
			sortOrder:  ["asc","desc"],
			hideState:  ["show","hide"],
			listMode:   ["normal","group","sitemap","commas"],
			numCols:    ["1","2","3","4","5","6"],
			excerpts:   ["noexcerpts","excerpts","descr","slices","contents","sliders"]
		valuePrefix: "taggly.",
		excludeTags: ["excludeLists","excludeTagging"],
		excerptSize: 50,
		excerptMarker: "/%"+"%/",
		siteMapDepthLimit: 25

	getTagglyOpt: function(title,opt) {
		var val = store.getValue(title,this.config.valuePrefix+opt);
		return val ? val : this.config.listOpts[opt][0];

	setTagglyOpt: function(title,opt,value) {
		if (!store.tiddlerExists(title))
			// create it silently
			store.saveTiddler(title,title,config.views.editor.defaultText.format([title]),config.options.txtUserName,new Date(),"");
		// if value is default then remove it to save space
		return store.setValue(title,
			value == this.config.listOpts[opt][0] ? null : value);

	getNextValue: function(title,opt) {
		var current = this.getTagglyOpt(title,opt);
		var pos = this.config.listOpts[opt].indexOf(current);
		// a little usability enhancement. actually it doesn't work right for grouped or sitemap
		var limit = (opt == "numCols" ? store.getTiddlersByTagExpr(title).length : this.config.listOpts[opt].length);
		var newPos = (pos + 1) % limit;
		return this.config.listOpts[opt][newPos];

	toggleTagglyOpt: function(title,opt) {
		var newVal = this.getNextValue(title,opt);

	createListControl: function(place,title,type) {
		var lingo = config.taggly.lingo;
		var label;
		var tooltip;
		var onclick;

		if ((type == "title" || type == "modified" || type == "created")) {
			// "special" controls. a little tricky. derived from sortOrder and sortBy
			label = lingo.labels[type];
			tooltip = lingo.tooltips[type];

			if (this.getTagglyOpt(title,"sortBy") == type) {
				label += lingo.labels[this.getTagglyOpt(title,"sortOrder")];
				onclick = function() {
					return false;
			else {
				onclick = function() {
					return false;
		else {
			// "regular" controls, nice and simple
			label = lingo.labels[type == "numCols" ? type : this.getNextValue(title,type)];
			tooltip = lingo.tooltips[type == "numCols" ? type : this.getNextValue(title,type)];
			onclick = function() {
				return false;

		// hide button because commas don't have columns
		if (!(this.getTagglyOpt(title,"listMode") == "commas" && type == "numCols"))
			createTiddlyButton(place,label,tooltip,onclick,type == "hideState" ? "hidebutton" : "button");

	makeColumns: function(orig,numCols) {
		var listSize = orig.length;
		var colSize = listSize/numCols;
		var remainder = listSize % numCols;

		var upperColsize = colSize;
		var lowerColsize = colSize;

		if (colSize != Math.floor(colSize)) {
			// it's not an exact fit so..
			upperColsize = Math.floor(colSize) + 1;
			lowerColsize = Math.floor(colSize);

		var output = [];
		var c = 0;
		for (var j=0;j<numCols;j++) {
			var singleCol = [];
			var thisSize = j < remainder ? upperColsize : lowerColsize;
			for (var i=0;i<thisSize;i++) 

		return output;

	drawTable: function(place,columns,theClass) {
		var newTable = createTiddlyElement(place,"table",null,theClass);
		var newTbody = createTiddlyElement(newTable,"tbody");
		var newTr = createTiddlyElement(newTbody,"tr");
		for (var j=0;j<columns.length;j++) {
			var colOutput = "";
			for (var i=0;i<columns[j].length;i++) 
				colOutput += columns[j][i];
			var newTd = createTiddlyElement(newTr,"td",null,"tagglyTagging"); // todo should not need this class
		return newTable;

	createTagglyList: function(place,title,isTagExpr) {
		switch(this.getTagglyOpt(title,"listMode")) {
			case "group":  return this.createTagglyListGrouped(place,title,isTagExpr); break;
			case "normal": return this.createTagglyListNormal(place,title,false,isTagExpr); break;
			case "commas": return this.createTagglyListNormal(place,title,true,isTagExpr); break;
			case "sitemap":return this.createTagglyListSiteMap(place,title,isTagExpr); break;

	getTaggingCount: function(title,isTagExpr) {
		// thanks to Doug Edmunds
		if (this.config.showTaggingCounts) {
			var tagCount = config.taggly.getTiddlers(title,'title',isTagExpr).length;
			if (tagCount > 0)
				return " ("+tagCount+")";
		return "";

	getTiddlers: function(titleOrExpr,sortBy,isTagExpr) {
		return isTagExpr ? store.getTiddlersByTagExpr(titleOrExpr,sortBy) : store.getTaggedTiddlers(titleOrExpr,sortBy);

	getExcerpt: function(inTiddlerTitle,title,indent) {
		if (!indent)
			indent = 1;

		var displayMode = this.getTagglyOpt(inTiddlerTitle,"excerpts");
		var t = store.getTiddler(title);

		if (t && displayMode == "excerpts") {
			var text = t.text.replace(/\n/," ");
			var marker = text.indexOf(this.config.excerptMarker);
			if (marker != -1) {
				return " {{excerpt{<nowiki>" + text.substr(0,marker) + "</nowiki>}}}";
			else if (text.length < this.config.excerptSize) {
				return " {{excerpt{<nowiki>" + t.text + "</nowiki>}}}";
			else {
				return " {{excerpt{<nowiki>" + t.text.substr(0,this.config.excerptSize) + "..." + "</nowiki>}}}";
		else if (t && displayMode == "contents") {
			return "\n{{contents indent"+indent+"{\n" + t.text + "\n}}}";
		else if (t && displayMode == "sliders") {
			return "<slider slide>\n{{contents{\n" + t.text + "\n}}}\n</slider>";
		else if (t && displayMode == "descr") {
			var descr = store.getTiddlerSlice(title,'Description');
			return descr ? " {{excerpt{" + descr  + "}}}" : "";
		else if (t && displayMode == "slices") {
			var result = "";
			var slices = store.calcAllSlices(title);
			for (var s in slices)
				result += "|%0|<nowiki>%1</nowiki>|\n".format([s,slices[s]]);
			return result ? "\n{{excerpt excerptIndent{\n" + result  + "}}}" : "";
		return "";

	notHidden: function(t,inTiddler) {
		if (typeof t == "string") 
			t = store.getTiddler(t);
		return (!t || !t.tags.containsAny(this.config.excludeTags) ||
				(inTiddler && this.config.excludeTags.contains(inTiddler)));

	// this is for normal and commas mode
	createTagglyListNormal: function(place,title,useCommas,isTagExpr) {

		var list = config.taggly.getTiddlers(title,this.getTagglyOpt(title,"sortBy"),isTagExpr);

		if (this.getTagglyOpt(title,"sortOrder") == "desc")
			list = list.reverse();

		var output = [];
		var first = true;
		for (var i=0;i<list.length;i++) {
			if (this.notHidden(list[i],title)) {
				var countString = this.getTaggingCount(list[i].title);
				var excerpt = this.getExcerpt(title,list[i].title);
				if (useCommas)
					output.push((first ? "" : ", ") + "[[" + list[i].title + "]]" + countString + excerpt);
					output.push("*[[" + list[i].title + "]]" + countString + excerpt + "\n");

				first = false;

		return this.drawTable(place,
			this.makeColumns(output,useCommas ? 1 : parseInt(this.getTagglyOpt(title,"numCols"))),
			useCommas ? "commas" : "normal");

	// this is for the "grouped" mode
	createTagglyListGrouped: function(place,title,isTagExpr) {
		var sortBy = this.getTagglyOpt(title,"sortBy");
		var sortOrder = this.getTagglyOpt(title,"sortOrder");

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")
			list = list.reverse();

		var leftOvers = []
		for (var i=0;i<list.length;i++)

		var allTagsHolder = {};
		for (var i=0;i<list.length;i++) {
			for (var j=0;j<list[i].tags.length;j++) {

				if (list[i].tags[j] != title) { // not this tiddler

					if (this.notHidden(list[i].tags[j],title)) {

						if (!allTagsHolder[list[i].tags[j]])
							allTagsHolder[list[i].tags[j]] = "";

						if (this.notHidden(list[i],title)) {
							allTagsHolder[list[i].tags[j]] += "**[["+list[i].title+"]]"
										+ this.getTaggingCount(list[i].title) + this.getExcerpt(title,list[i].title) + "\n";

							leftOvers.setItem(list[i].title,-1); // remove from leftovers. at the end it will contain the leftovers


		var allTags = [];
		for (var t in allTagsHolder)

		var sortHelper = function(a,b) {
			if (a == b) return 0;
			if (a < b) return -1;
			return 1;

		allTags.sort(function(a,b) {
			var tidA = store.getTiddler(a);
			var tidB = store.getTiddler(b);
			if (sortBy == "title") return sortHelper(a,b);
			else if (!tidA && !tidB) return 0;
			else if (!tidA) return -1;
			else if (!tidB) return +1;
			else return sortHelper(tidA[sortBy],tidB[sortBy]);

		var leftOverOutput = "";
		for (var i=0;i<leftOvers.length;i++)
			if (this.notHidden(leftOvers[i],title))
				leftOverOutput += "*[["+leftOvers[i]+"]]" + this.getTaggingCount(leftOvers[i]) + this.getExcerpt(title,leftOvers[i]) + "\n";

		var output = [];

		if (sortOrder == "desc")
		else if (leftOverOutput != "")
			// leftovers first...

		for (var i=0;i<allTags.length;i++)
			if (allTagsHolder[allTags[i]] != "")
				output.push("*[["+allTags[i]+"]]" + this.getTaggingCount(allTags[i]) + this.getExcerpt(title,allTags[i]) + "\n" + allTagsHolder[allTags[i]]);

		if (sortOrder == "desc" && leftOverOutput != "")
			// leftovers last...

		return this.drawTable(place,


	// used to build site map
	treeTraverse: function(title,depth,sortBy,sortOrder,isTagExpr) {

		var list = config.taggly.getTiddlers(title,sortBy,isTagExpr);

		if (sortOrder == "desc")

		var indent = "";
		for (var j=0;j<depth;j++)
			indent += "*"

		var childOutput = "";

		if (depth > this.config.siteMapDepthLimit)
			childOutput += indent + this.lingo.tooDeepMessage;
			for (var i=0;i<list.length;i++)
				if (list[i].title != title)
					if (this.notHidden(list[i].title,this.config.inTiddler))
						childOutput += this.treeTraverse(list[i].title,depth+1,sortBy,sortOrder,false);

		if (depth == 0)
			return childOutput;
			return indent + "[["+title+"]]" + this.getTaggingCount(title) + this.getExcerpt(this.config.inTiddler,title,depth) + "\n" + childOutput;

	// this if for the site map mode
	createTagglyListSiteMap: function(place,title,isTagExpr) {
		this.config.inTiddler = title; // nasty. should pass it in to traverse probably
		var output = this.treeTraverse(title,0,this.getTagglyOpt(title,"sortBy"),this.getTagglyOpt(title,"sortOrder"),isTagExpr);
		return this.drawTable(place,
				this.makeColumns(output.split(/(?=^\*\[)/m),parseInt(this.getTagglyOpt(title,"numCols"))), // regexp magic

	macros: {
		tagglyTagging: {
			handler: function (place,macroName,params,wikifier,paramString,tiddler) {
				var parsedParams = paramString.parseParams("tag",null,true);
				var refreshContainer = createTiddlyElement(place,"div");

				// do some refresh magic to make it keep the list fresh - thanks Saq

				var tag = getParam(parsedParams,"tag");
				var expr = getParam(parsedParams,"expr");

				if (expr) {
				else {
					if (tag) {
					else {

			refresh: function(place) {
				var title = place.getAttribute("title");
				var isTagExpr = place.getAttribute("isTagExpr") == "true";
				var showEmpty = place.getAttribute("showEmpty") == "true";
				var countFound = config.taggly.getTiddlers(title,'title',isTagExpr).length
				if (countFound > 0 || showEmpty) {
					var lingo = config.taggly.lingo;
					if (config.taggly.getTagglyOpt(title,"hideState") == "show") {
								isTagExpr ? lingo.labels.exprLabel.format([title]) : lingo.labels.label.format([title]));
						if (countFound == 0 && showEmpty)

	// todo fix these up a bit
	styles: [
"/* created by TagglyTaggingPlugin */",
".tagglyTagging { padding-top:0.5em; }",
".tagglyTagging li.listTitle { display:none; }",
".tagglyTagging ul {",
"	margin-top:0px; padding-top:0.5em; padding-left:2em;",
"	margin-bottom:0px; padding-bottom:0px;",
".tagglyTagging { vertical-align: top; margin:0px; padding:0px; }",
".tagglyTagging table { margin:0px; padding:0px; }",
".tagglyTagging .button { visibility:hidden; margin-left:3px; margin-right:3px; }",
".tagglyTagging .button, .tagglyTagging .hidebutton {",
"	color:[[ColorPalette::TertiaryLight]]; font-size:90%;",
"	border:0px; padding-left:0.3em;padding-right:0.3em;",
".tagglyTagging .button:hover, .hidebutton:hover, ",
".tagglyTagging .button:active, .hidebutton:active  {",
"	border:0px; background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]];",
".selected .tagglyTagging .button { visibility:visible; }",
".tagglyTagging .hidebutton { color:[[ColorPalette::Background]]; }",
".selected .tagglyTagging .hidebutton { color:[[ColorPalette::TertiaryLight]] }",
".tagglyLabel { color:[[ColorPalette::TertiaryMid]]; font-size:90%; }",
".tagglyTagging ul {padding-top:0px; padding-bottom:0.5em; margin-left:1em; }",
".tagglyTagging ul ul {list-style-type:disc; margin-left:-1em;}",
".tagglyTagging ul ul li {margin-left:0.5em; }",
".editLabel { font-size:90%; padding-top:0.5em; }",
".tagglyTagging .commas { padding-left:1.8em; }",
"/* not technically tagglytagging but will put them here anyway */",
".tagglyTagged li.listTitle { display:none; }",
".tagglyTagged li { display: inline; font-size:90%; }",
".tagglyTagged ul { margin:0px; padding:0px; }",
".excerpt { color:[[ColorPalette::TertiaryDark]]; }",
".excerptIndent { margin-left:4em; }",
"div.tagglyTagging table,",
"div.tagglyTagging table tr,",
" {border-style:none!important; }",
".tagglyTagging .contents { border-bottom:2px solid [[ColorPalette::TertiaryPale]]; padding:0 1em 1em 0.5em;",
"  margin-bottom:0.5em; }",
".tagglyTagging .indent1  { margin-left:3em;  }",
".tagglyTagging .indent2  { margin-left:4em;  }",
".tagglyTagging .indent3  { margin-left:5em;  }",
".tagglyTagging .indent4  { margin-left:6em;  }",
".tagglyTagging .indent5  { margin-left:7em;  }",
".tagglyTagging .indent6  { margin-left:8em;  }",
".tagglyTagging .indent7  { margin-left:9em;  }",
".tagglyTagging .indent8  { margin-left:10em; }",
".tagglyTagging .indent9  { margin-left:11em; }",
".tagglyTagging .indent10 { margin-left:12em; }",
".tagglyNoneFound { margin-left:2em; color:[[ColorPalette::TertiaryMid]]; font-size:90%; font-style:italic; }",

	init: function() {
		config.shadowTiddlers["TagglyTaggingStyles"] = this.styles;



By Saq Imtiaz

// syntax adjusted to not clash with NestedSlidersPlugin
// added + syntax to start open instead of closed

config.formatters.unshift( {
	name: "inlinesliders",
	// match: "\\+\\+\\+\\+|\\<slider",
	match: "\\<slider",
	// lookaheadRegExp: /(?:\+\+\+\+|<slider) (.*?)(?:>?)\n((?:.|\n)*?)\n(?:====|<\/slider>)/mg,
	lookaheadRegExp: /(?:<slider)(\+?) (.*?)(?:>)\n((?:.|\n)*?)\n(?:<\/slider>)/mg,
	handler: function(w) {
		this.lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = this.lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart ) {
			var btn = createTiddlyButton(w.output,lookaheadMatch[2] + " "+"\u00BB",lookaheadMatch[2],this.onClickSlider,"button sliderButton");
			var panel = createTiddlyElement(w.output,"div",null,"sliderPanel");
			panel.style.display = (lookaheadMatch[1] == '+' ? "block" : "none");
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
   onClickSlider : function(e) {
		if(!e) var e = window.event;
		var n = this.nextSibling;
		n.style.display = (n.style.display=="none") ? "block" : "none";
		return false;


By Logan Bonner, Mike Mearls and David Noonan

July’s issue launches with a bang! Here we’re introducing a new class, exclusive to D&D Insider and Dragon Magazine: the artificer. This new class will be featured in the upcoming Eberron Player’s Guide, and thanks to this sneak peek, you get a chance to play the artificer and send us your playtest feedback. That’s right: This class isn’t finished! So crack open the article, roll up your first artificer, and send your feedback to dndinsider@wizards.com.

//Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.//

By Mike Mearls

As an assassin gains more power, the Shadowfell’s draw on her soul becomes ever stronger. In exchange, she gains access to greater and great manipulations of shadow. Few can find an epic assassin unless she wants to be found, but few would want to. This article is a continuation of the new assassin class, exclusive to D&D Insider. It contains assassin powers for both the Night Stalker and Bleak Disciple builds, through the epic tier of play, along with a new epic destiny for the assassin.

//You were sent by the Raven Queen to slay a great threat to the cosmos, one that could unravel the very foundation of the planes. Though the Raven Queen is the mistress of death, she is usually content to allow each creature to find its death as its fate decrees. When death and misery spread on too wide a scale against the natural order, to the point when all life is threatened, a Perfect Slayer arises at her command.//

By Mike Mearls

Assassins are outcasts. They trade away part of their souls for the power of death. Whatever drew a character to this profession, the assassin is an avatar of death and a trained killer from whom few can escape. This exciting new character class is a D&D Insider exclusive -- you can get it here and nowhere else. This article sets your character on the assassin's path with class basics and heroic tier powers and feats. Paragon and epic information will follow, one tier per week. Don't miss the most dangerous new development in D&D!

//You are the ghost in the night and the whisper on the wind. Barriers are worthless against you, and you strike your foes with sudden, precise force. You have bound your soul to the Shadowfell and become a creature of darkness, replacing a fundamental part of your being with a dark reflection of your true self. At times, you can manifest this twisted image in place of your body so that you can face attacks with little cause for concern. The infusion of shadow magic allows you to spot the weakest points in a victim's defenses. With a few moments of study, you can reduce even the stoutest warrior to a corpse.//

By Mike Mearls

You've seen the heroic tier assassin, now check out the next 10 levels! This exciting new character class is a D&D Insider exclusive -- you can get it here and nowhere else. In this installment you'll find assassin powers for both the Night Stalker and Bleak Disciple builds through the paragon tier of play, along with several paragon paths for the assassin. Epic information will follow next week. Don't miss the most dangerous new development in D&D!

//You are a shadowblade, an assassin capable of crafting the raw stuff of the night into a deadly weapon. At your command, the shadows twist and sway. With a gesture, you can craft a shadowblade, a weapon of pure darkness that is as sharp as any blade of steel. As long as a shadow is near you, you are never unarmed.//

By Mike Mearls

Not all goblins lurk in dungeons. Some lurk just out of sight down the next dark alleyway. The Bloodghost Syndicate is a clan of bugbears that runs a mafia-like underworld, engaging in all manner of crimes. Enter their world here, and drop them straight into your next D&D adventure.

//The word "goblin" brings forth images of shrieking humanoid warriors descending upon a village in the dead of night, long columns of armored hobgoblins marching in precise formation, and cunning bugbears waiting in ambush along a forest track. The Bloodghost Syndicate likes to keep it that way. From hidden lairs in cities across the world, it engages in extortion, assassination, robbery, and even the occasional legitimate business venture. Spurred on by a combination of boundless greed and shrewd cunning, the Bloodghost Syndicate has built an empire of crime beneath the noses of those sworn to defend civilization from goblinoid incursions.//

By Mike Resnick

Mike Resnick, author of Seven Views of Olduvai Gorge, The 43 Antarean Dynasties, When the Old Gods Die, plus dozens of other novels and hundreds of short stories, offers D&D Insiders this fascinating story of a mother's love, a queen's hatred, and a child's danger-filled path between them.

//Charybole left the few remains of her child where they were, thereby guaranteeing that some scavenger or other would chance upon them and develop a taste for githzerai flesh. It made no difference to her. Every single thing she had cared about was dead, and she hoped to join them soon, to see if the next life held more joy and promise than this one. //

By Skip Williams

No one has been to the Kincep mansion in years -- at least, not voluntarily. Locals say the place is haunted by the last of the Kincep family line, while others say that goblins, orcs, or worse have taken up residence in the house. But all anyone can say for certain is that these days, anyone who wanders near the mansion is unlikely to come home. Can the PCs unravel the mystery of Kincep mansion and bring some semblance of safety back to the area?

//This mansion was once a manor house owned by the Kinceps. They were an old and respected noble family, though not one of any great political import. Though fairly wealthy, the Kinceps lived simply and enjoyed few luxuries, avoiding anything ostentatious. The family home was large but practical, well hidden behind an encircling orchard. A small mausoleum is the final resting place of family members.

A point of pride among the Kinceps was that each generation should make its own way in life, starting out with a small inheritance and earning a living through business, adventuring, or public service.

In more recent years, a series of misfortunes and disasters all but wiped out the youngest generation of Kinceps. Many believed that the family had fallen into poverty, then died out. In fact, the sole heir, Jaccobux Kincep, had traveled to foreign lands as an adventurer and mercenary, becoming rich in the process.//
By Ari Marmell

The first of a select few Dungeon adventures to be updated to 4th Edition, "The Last Breaths of Ashenport" is here! The remote seaside town of Ashenport isn’t visited by many, for good reason. When the ~PCs arrive to weather a fierce storm battering the coast, they discover that something dark lurks beneath the town's pleasant veneer. As other visitors to the town disappear one after the other, it's up the heroes to discover the horrifying secrets of Ashenport.

//It stands a lonely vigil atop a remote northern shore, hunkered down against the terrible ocean storms. For most of the year, it sits alone, for trade in the region has decreased. If this were any other town, it would long since have been forgotten, or perhaps even abandoned.

But this is no other village. This is Ashenport. Here, the fish are plentiful. Here, the crops grow and thrive despite the rocky soil. Here, the ocean offers up its riches willingly, like a bashful lover.//

By Ari Marmell

The Tomb of ~Urum-Shar is the lair of a powerful brown dragon, with a hoard almost unmatched in myth and legend. If your ~PCs enter the "Tomb of the Sand King's Daughter," they can take on the potent ~Urum-Shar herself. Building off the Tomb of ~Urum-Shar entry from the recently released Draconomicon: Chromatic Dragons supplement, this adventure brings the legend of the ancient brown wyrm to life.

//Long ago, before the rise of Nerath, or even Arkhosia, the great dynastic empire of ~Maru-Qet thrived. Here, in this lush and fertile region, humanoids lived in eternal subservience to their draconic overseers, a dynasty of brown dragons. For thousands of years, the empire grew, and none could stand against it.

None, that is, until the last pharaoh, the great brown dragon Nefermandias, declared war on a neighboring clan of dragons. As a result of that disastrous war, ~Maru-Qet is nothing now but a hot and windswept desert, blasted and ruined. Only a few struggling city-states and a handful of nomadic tribes prove that anyone once dwelt here.//

By Eytan Bernstein

The goddess Erathis has never demanded human sacrifice to preserve the safety of trade routes before, so what has changed? Mysteries abound as the leader of a small trading nation debates whether to do as her vizier, a priest of Erathis, has recommended, or risk the wrath of the goddess. When she turns to the PCs for help, they must race to ascertain whether the request is legitimate or whether something else is at stake. An adventure for 3rd-level characters.

//Over a month ago, Founder Neelani, the leader of Delornen, made it known that she was considering a sacrifice tariff in which trading parties must provide a sacrifice to Erathis each year in return for the right to use the Relkingham Waterway. She has hope that doing so will allow Erathis to bring rain to the land, since her people are currently dealing with a long-term drought that has brought great hardship to all who live in Delornen. Small groups who use the waterway, such as trading costers, might be required to have their traders sacrifice hands or eyes. Larger groups, such as those representing towns or even nations, are required to bring human sacrifices. Avonathemon, Founder Neelani's mysterious vizier, was the one who proposed it, but the citizens of Relkingham oppose the tariff. They believe that others should pay a reasonable fee for use of the waterway and feel that human sacrifice of any sort is barbaric.//

By Rodney Thompson

The Eberron Player’s Guide features the battlesmith artificer and the tinkering artificer. This article adds the warrior forge artificer, who transforms his allies into veritable weapons for his use and infuses their armor with powerful spells to keep them functioning as his proxy on the battlefield. The warrior forge artificer fights from a distance, using implement and ranged weapon attacks to deliver punishment away from the front lines. The warrior forge artificer turns his allies into his weapons, while at the same time providing them with defensive bonuses so that they can stand up to the increased punishment that comes with having one less character in melee combat.

//Spell commanders are artificers who transform their allies into walking weapons of arcane destruction. Typically found as a part of more militaristic arcane institutions, spell commanders learn magic that help them increase their allies’ spell power. Additionally, most spell commanders work as a part of a small squad, and many of the spells they wield are focused around small squad tactics, including rapidly moving across the battlefield. //

By Greg Bilsland

If you’re interested in playing H2: Thunderspire Labyrinth in the Realms, this article will give you some tips for adapting the adventure. Included in the article is advice for changing everything from the names of deities to new quests for Realms PCs to pursue.

//In the Forgotten Realms campaign setting, Thunderspire Mountain is located about an hour’s journey off the East Way, the road that extends through the Thunder Peaks from Arabel in Cormyr to Highmoon in the Dalelands. The mountain is a three-day journey west from Winterhaven, the town featured in Keep on the Shadowfell.//


By Robert J. Schwalb

 The Far Realm is a place of madness and death. Those who seek power by making alliances with its denizens meet only with insanity ... at best. But despite all evidence, some fools dare to tamper with this unknown and alien plane, and entire regions of the mortal world pay the price. Years ago, a small sect of worshipers devoted to Ioun, seeking forbidden knowledge, did just this, and now their folly is about to be visited on the unsuspecting town of Wellspring.

//Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable -- shuddering, squirming, and sentient.

As long as they remain beyond the reaches of the mortal world, the conscious creations of the Far Realm and all their insanity pose no risk to civilization. Yet, ever does the Outside seek to spill into Creation, bulging outward to force its nightmare essence into the mortal world. Aberrant creatures infest the mortal realm, spreading their corruption, breeding, consuming, and slaying -- all to seize this world and remake it into their own perverse image.//

By Robert J. Schwalb

The Madness adventure arc continues this month with "Depths of Madness." The danger to Wellspring has not abated, and it's up to the characters to delve deep beneath the town's streets to uncover the truth of the Tear of Ioun. An adventure for 11th-level PCs.

//A pall hangs over the frontier town of Wellspring, casting this once-vibrant place into corruption and death. Strange people stalk the streets and unexplained murders occur each night. Nagging fears that more horrors will spill forth from the Kadagast Mountains instill a pervasive paranoia within the townsfolk. Suspicious people watch their neighbors, and temple attendance has never been higher. Folk keep to themselves, hiding in their homes. They avoid darkened streets, lock their doors when night falls, and shutter their windows to close out the screams and shouts echoing in the dark. If the grim threats pressing the town are not stopped, the flame of Wellspring might very well flicker out.//

By Robert J. Schwalb

"Brink of Madness" brings the madness arc to a climactic close. As the wizard Malachi finalizes his plans to unleash the horrors of the Far Realms on the world, the adventurers race to stop his further corruption. A D&D adventure for 13th-level ~PCs.

//The world is imperiled. An insane wizard works to rip open a hole in reality to unleash the Far Realm's abominations and plunge the world into madness and despair. If he succeeds, chaotic energy washes across the world, altering all it touches. There isn't time to raise armies, not a moment to call forth the gods' servants, so close the wizard is to achieving his goal. It falls to a band of courageous adventurers to stand once more against the horrors of what lies beyond.//

|Description:|Makes a checkbox which toggles a tag in a tiddler|
|Version:|3.1.0 ($Rev: 4907 $)|
|Date:|$Date: 2008-05-13 03:15:46 +1000 (Tue, 13 May 2008) $|
|Author:|Simon Baird <simon.baird@gmail.com>|
{{{<<toggleTag }}}//{{{TagName TiddlerName LabelText}}}//{{{>>}}}
* TagName - the tag to be toggled, default value "checked"
* TiddlerName - the tiddler to toggle the tag in, default value the current tiddler
* LabelText - the text (gets wikified) to put next to the check box, default value is '{{{[[TagName]]}}}' or '{{{[[TagName]] [[TiddlerName]]}}}'
(If a parameter is '.' then the default will be used)
* TouchMod flag - if non empty then touch the tiddlers mod date. Note, can set config.toggleTagAlwaysTouchModDate to always touch mod date
|{{{<<toggleTag>>}}}|Toggles the default tag (checked) in this tiddler|<<toggleTag>>|
|{{{<<toggleTag TagName>>}}}|Toggles the TagName tag in this tiddler|<<toggleTag TagName>>|
|{{{<<toggleTag TagName TiddlerName>>}}}|Toggles the TagName tag in the TiddlerName tiddler|<<toggleTag TagName TiddlerName>>|
|{{{<<toggleTag TagName TiddlerName 'click me'>>}}}|Same but with custom label|<<toggleTag TagName TiddlerName 'click me'>>|
|{{{<<toggleTag . . 'click me'>>}}}|dot means use default value|<<toggleTag . . 'click me'>>|
* If TiddlerName doesn't exist it will be silently created
* Set label to '-' to specify no label
* See also http://mgtd-alpha.tiddlyspot.com/#ToggleTag2
!!Known issues
* Doesn't smoothly handle the case where you toggle a tag in a tiddler that is current open for editing
* Should convert to use named params

if (config.toggleTagAlwaysTouchModDate == undefined) config.toggleTagAlwaysTouchModDate = false;


	toggleTag: {

		createIfRequired: true,
		shortLabel: "[[%0]]",
		longLabel: "[[%0]] [[%1]]",

		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			var tiddlerTitle = tiddler ? tiddler.title : '';
			var tag   = (params[0] && params[0] != '.') ? params[0] : "checked";
			var title = (params[1] && params[1] != '.') ? params[1] : tiddlerTitle;
			var defaultLabel = (title == tiddlerTitle ? this.shortLabel : this.longLabel);
			var label = (params[2] && params[2] != '.') ? params[2] : defaultLabel;
			var touchMod = (params[3] && params[3] != '.') ? params[3] : "";
			label = (label == '-' ? '' : label); // dash means no label
			var theTiddler = (title == tiddlerTitle ? tiddler : store.getTiddler(title));
			var cb = createTiddlyCheckbox(place, label.format([tag,title]), theTiddler && theTiddler.isTagged(tag), function(e) {
				if (!store.tiddlerExists(title)) {
					if (config.macros.toggleTag.createIfRequired) {
						var content = store.getTiddlerText(title); // just in case it's a shadow
						store.saveTiddler(title,title,content?content:"",config.options.txtUserName,new Date(),null);
						return false;
				if ((touchMod != "" || config.toggleTagAlwaysTouchModDate) && theTiddler)
						theTiddler.modified = new Date();
				return true;


By Matthew Sernett

No dungeon is complete without a good trap ... or ten. In "Trapped!" you'll get a plethora of new traps to drop into your latest dungeon, as well as advice on building traps of your own, plus tips about which traps are best left out of your D&D game.

//What dungeon would be complete without a few devious devices? Unfortunately, traps have a nasty habit of reducing the dungeon run to a crawl. The new edition of the game fixes that by making traps more interactive and giving many traps multiple attacks, but you still need to put traps in the right setting to make their inclusion fun and keep them from dragging down your game.//


By Tim Eagon

Not long ago, a particularly vicious owlbear blundered through a fey crossing into the world. Bewildered by its abrupt transposition and unfamiliar with its new surroundings, the owlbear went on a deadly rampage through the woodlands nearby, driving out all other predators before claiming a barren stretch of land on the edge of the forest as its own. "Treed!" is a D&D Side Trek for five characters of 7th level. It is easily adaptable to any campaign's needs. While it takes place in a barren stretch of land near a forest, you can relocate the encounter to any area appropriate to your campaign.

//The Graythicket tribe of elves has long called the woodlands that bear their name their home. They have also always known that the temperamental portal to the Feywild in their woods might someday prove problematic. But despite their knowledge and vigilance, trouble has arrived from their ancient home, in the form of an angry, vicious owlbear.//


| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 23/11/2009 00:56:37 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 24/11/2009 00:20:46 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  | failed |
| 24/11/2009 00:22:23 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  | failed |
| 24/11/2009 00:24:17 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 25/11/2009 00:49:18 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 27/11/2009 09:09:16 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 01/12/2009 02:31:35 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 03/12/2009 01:43:41 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 09/12/2009 18:13:04 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
| 10/12/2009 04:55:49 | Asmor | [[ddi.html|http://asmor.com/tw/ddi.html]] | [[store.php|http://asmor.com/tw/store.php]] | . | [[ddi.html | http://asmor.com/tw/ddi.html]] |  |
|''Description:''|Save to web a TiddlyWiki|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 4,
	date: new Date("2008-08-11"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'

// Environment

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
// Upload Macro

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);

config.macros.upload.action = function(params)
		// for missing macro parameter set value from options
		if (!params) params = {};
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			return false;
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			return false;
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;

// uploadOptions Macro

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
			uploadCaption = config.macros.upload.label.uploadLabel;
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
	options: [
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opt.option = "";
			n = this.options[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
	onCancel: function(e)
		return false;
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 

// upload functions

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
		if (bidix.debugMode) 
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
	if(onlyIfDirty && !store.isDirty())
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
	// get original
	var uploadParams = new Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,username,password,callback,uploadParams,null);
	if (typeof r == "string")
	return r;

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
		} else {
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
	} else {

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
		} else {
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == 404)
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
		if (responseText.charAt(0) != '0')
			status = null;
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; ;charset=UTF-8; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
	return r;

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;

// UploadLog
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
	return this;

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			this.tiddler.text = textArray.join('\n');		
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	// refresh and notifiy for immediate update
	store.notify(this.tiddler.title, true);

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
	this.addText(" "+status+" |");

// Utilities

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"

bidix.dirname = function(filePath) {
	if (!filePath) 
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));

bidix.basename = function(filePath) {
	if (!filePath) 
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;

// Initializations

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"

// Options Initializations

// Backstage
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}


By Skip and Penny Williams

Unusual settings for your ongoing adventures.

The ancient tiefling empire of Bael Turath was crushed beneath the might of the dragonborn empire of Arkhosia long ago, but remnants of the corrupted tiefling rulers live on in the world. One such vestige of the empire’s glory is the ruined city of Vor Kragal, City of Ash. One one of Bael Turath’s crown jewels, the city is now home to foul monsters, deadly traps, ancient curses—and untold wealth and power. Adventurers have long sought to plumb the depths of the city, but few have returned to civilized lands to tell the tales. Enter Vor Kragal at your own risk!

//The hellish masters of Bael Turath once held control of large portions of the world—both above and below the surface. Their enemies shuddered at rumors of extraplanar holdings that dwarfed even their sprawling empire in the world.

Bael Turath rose to power when the empire of Arkhosia was at its peak, and it was inevitable that the upstart empire would come into conflict with the dragonborn. The war that erupted when these two fearsome powers careened into each other engulfed the entire world. Dragonborn surged into the borders of Bael Turath by the thoursands, and the wings of their masters darkened the sky. //


By Robert J. Schwalb

A warlord is a welcome addition to any adventuring group. Possessed of experience, talent, and natural leadership, warlords can bring their tactical expertise to bear on the battlefield, enabling those at their sides to adapt their own fighting techniques to take advantage of the warlord’s combat style. Warlords may be adept at battlefield command, but few warlords share the same methods, instead using maneuvers arising from their combat experience, their backgrounds, and even their people. This article presents a solid foundation on which you can join the ranks of countless others who become some of the game’s most dynamic and varied leaders.

//You’d do well to not put too much stock in your plans, for no tactic is without flaws, no strategy is without weakness. Instead, look to the men and women who follow you, and foster in them courage and ferocity. Show them victory’s path and lead them down it. Without them, you fight alone, and no man short of a god can defeat an army. //


By Robert J. Schwalb

Part one of Dragon #368's two-part series on gladiators kicks off with "We Who Are About to Die…" featuring new options for characters interested in battle in the gladiatorial arena. The article introduces a new feat series and new weapon options, plus gladiator character backgrounds for all classes.

//One of the most thrilling aspects of the Dungeons & Dragons game is combat. Each character has a broad range of options to best dispatch the enemy. Whether blasting foes with lightning bolt or sweeping through them with giant's wake, all PCs can contribute to a battle's outcome in exciting ways.

In the D&D world, finding foes to oppose is rarely a problem. Within places from dungeons to dark forests, foul denizens are plentiful. Although taking the battle to such enemies is what the game is all about, only rarely do you have the opportunity to unleash all your capabilities.//

By Owen K. C. Stephens

In "Web of Chains," the heroes encounter a village in the grip of marauders who are forcing the local population to ravage the neighboring forest for raw materials. The marauders are the forward element for a group of neogi slavers moving in to dominate the area. They are shipping materials downriver to construct a slave market and fortress. Only by following the river to the fortress site can the heroes overcome the neogi agents and confront the great old master that rules the neogi clan. This adventure is for 13th-level characters.

//I can see now that trafficking in our ... merchandise ... on the open seas left us vulnerable. We will use the depths of the Underdark to our advantage and reforge our empire on the backs of fresh slaves. The Bloody Chain will not just survive, it will flourish! The people of Kragholm have long experienced the rewards of their slavery practice. Now it is time for them to know the other end of the lash.//

Welcome to the Dragon & Dungeon Article Index

You can save this index for offline use. Just hit control+s and save it, making sure to save it as HTML only (as opposed to complete webpage). Keep in mind, of course, your local saved copy won't be up to date.

If you have any comments or suggestions, you can reach me at [[itoltz@gmail.com|mailto:itoltz@gmail.com]].

In particular, if you dig up the discussion posts on ~ENWorld and/or the Wizards of the Coasts forums for older articles, please send me the link and I'll include it with the respective articles.

Thanks, and enjoy!
By Peter Schaefer

Arcane schools are rarely founded and rarely last long. They gain reputation just by surviving their first year. A school attracts danger by its very nature. Rivals seek revenge upon the instructors or headmasters for real or imagined slights. Governments feel threatened by the concentration of power. Even the curriculum can destroy the school, when practiced by careless or over-reaching students. The White Lotus Academy is remarkable, because it's been teaching students for over 143 years.

//Not every master of the arcane is self-taught. Most arcane practitioners learn from a single tutor, such as in an apprenticeship or through bargains with mighty powers, and some martial traditions pass on the lore of the swordmages. More than a few worthy candidates have been turned away from such arrangements for reasons of temperament or ambition -- or getting on the teacher's wrong side. For people who can't partake in personal tutelage, there is the White Lotus Academy.//


By Robert J. Schwalb

Where common elves are free-spirited and mercurial, dusk elves are furtive, haunted, and suspicious. Dusk elves restrict their emotions to a narrow range, showing little joy and less grief. Dusk elves value their privacy and guard their lands from trespassers. During private moments, they reflect on their nature, their people’s history, and the plans Sehanine has for them. They see the natural world as a prison, albeit a beautiful one, and pine for the fabulous cities and verdant fey lands they abandoned long ago.

//At the dawn of creation, no difference between the eladrin and elves existed, and no wickedness sundered the drow from their light-dwelling kin. They were one people, bound through common love and life, and united by the eagerness and curiosity for the natural world’s many wonders. All this ended during the dread wars between the Houses, because Lolth’s poison sundered family, shattered bonds, and altered the eladrin’s course for all time. //

By Logan Bonner

Itinerant halflings exhibit a need for adventure and long to see new and different places and people. Their nomadic communities need to be self-contained, and that calls for people with every imaginable specialty. Scouts navigate, keep watch, and hunt. The ancient ways appeal to them, and they see the adventure of travel as the most important part of halfling life. Halfling gamblers, on the other hand, are quick to ingratiate themselves with big folk they come across, and act as de facto cultural envoys for their race. This article presents new feats and magic items befitting these halfling roles.

//When the halflings stop at a settlement along the riverbank, the traders, gamblers, storytellers, and dancers go ashore to earn money or trade goods to benefit the rest of the clan. While traveling, the merchants keep an eye out for rare items they can trade for a tidy profit. In settlements, they factor in the complex needs of all the places they frequent, collecting goods that have the highest relative demand elsewhere. Gamblers and entertainers use their race’s reputation for geniality to attract potential gambling partners or audiences. //

By Mike Mearls

The first tieflings of Bael Turath knew many secret fighting styles and methods of power that have been lost to time. But their modern-day descendants have begun tapping into this lost knowledge, seeking it out across the breadth of the land. Now more tiefling adventurers than before are learning the lost ways of their elders, and tapping into the potent power of their bloodline.

//When the humans of Bael Turath struck their deal with the lords of Hell, they earned more than a dramatic change to their appearance. As part of the pact, they learned new fighting techniques, mastered diabolic spells, and received a stockpile of weapons and armor forged in the depths of Hell. //

By Stephen ~Radney-MacFarland

Unseasonable cold has arrived in the land -- a winter of deadly fury. Crops have withered on the vine, and the people of the land are suffering. The strange new winter has continued to spread, inexorably creeping south. If heroes don't rise soon to investigate the deadly chill, more and more people could die.

//The ways of the fey can be mysterious and deadly. This is especially true for the cold-hearted and cruel fey that constitute the Winter Court. Overseen by Prince of Frost, the various fey that make up the court are often left to their own devices and the pursuit of their own capricious whims.

While it is known that the Prince of Frost holds mortals in utter contempt, he also rarely acts against them directly, but such constraint is not known by another member of his court. One being in particular, a somewhat minor archfey named Koliada the Winter Witch, makes deadly forays into the world regularly.//

By Bruce R. Cordell

Warlocks sometimes seize arcane power by swearing pacts to questionable entities beyond the world. Such shortcuts are sometimes judged foolhardy by lore-wise wizards who spend years studying their way to mastery. The star pact connects its follower to what many believe are simple stars, though others describe them as horrific monsters. Do star pact warlocks swear their oaths to simple stars, to unfathomable entities of the Far Realm -- or are these oaths given to a terrible combination of the two? When you wish upon a star, horrifying dreams may follow.

//The cold, brilliant, and utterly strange stars are a source of power for a select and rare breed of individuals: star pact warlocks. They reach out to the lightless space between the stars -- some say to the Far Realm beyond -- seeking power where few dare to dream. "Wish Upon a Star" presents new options for these daring warlocks, including several feats, powers, a paragon path, and even an epic destiny.//

By Eytan Bernstein

No other class combines an ability to affect multiple creatures with a mastery of the battlefield and ritual supremacy in the way that a wizard does. However,wizards rely on others to defend them so that they can focus on what they do best. What is that, you ask? Wizards are, first and foremost, controllers. They use their powers to affect numerous opponents at once, especially minions. They control the movement of enemies on the battlefield. They impose conditions on a large numbers of foes that allow their allies to swoop in for the kill.

//The warriors among us want to see the whites of their eyes. If I am ever close enough to see white, it will be the end of me. Thus, I have learned to fire from afar, placing barriers in the path of my enemies and controlling their every step. //


By Nicolas Logue

Not long ago, a young hero—a mere boy by the standards of most—proved that youth and inexperience mattered less than courage and a willingness to stand when no one else would. The young Maldeen created a legend at the age of fourteen, but didn’t stop there. Only after another 60 years did he retire, leaving behind a legacy built on protecting the innocent and stamping out evil wherever it was found. Now the Wolves of Maldeen live to preserve the code of honor this man left behind. Members of the organization roam the land—often in groups called Packs—sniffing out evil where they can. Members of the Wolves are noble and pure, and they seek justice above all. Find out if your character has what it takes to join the Wolves, and the cunning it takes to survive.

//Those who seek to emulate Maldeen must have the discipline to walk his path, which might lead them into conflict with others. However, since conflict is a part of life, a follower of Maldeen readily deals with it—whether through force of arms or force of words.//

By Robert J. Schwalb

When a powerful aristocrat is kidnapped from his traveling caravan, the adventurers are hired to find him and bring him back. But the investigation that follows reveals much about the kidnappers -- and the victim -- that begin to force the characters to look at their task in a new light. An adventure for 12th-level characters.

//Lady Marissa Dunderly, one of Festuad il'Sook's courtesans and thralls, hires the adventurers to rescue her lover two days after the caravan sets out. With a hefty sum promised, the ~PCs set out following the caravan's route until they come upon the encampment. The ~PCs discover the camp is recovering from an attack the night before. Many guards and servants are dead, and il'Sook and a few others have gone missing. The timing seems strange, suggesting things might not be what they seem.//


By David Noonan

Dungeon's first epic adventure is here! This open-ended, sandbox-style adventure is endlessly customizable for any campaign. Plus, new to this adventure, the epic sebaceans, a new race of monsters ready to invade your campaign.

//In Ziggurat Beyond Time, the ~PCs venture into a mythic ziggurat for their own reasons. Opposing the ~PCs are insectile creatures known as sebaceans, which came from the Far Realm to prepare for a foretold invasion of the cosmos. Ritually bound creatures, including a dracolich, also call the ziggurat home. Further, undead remnants of the ziggurat's original builders restlessly guard the structure's lower burial chambers.//