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ISSUE 393 | NovEmbEr 2010
A Dungeons & Dragons ® Roleplaying Game Supplement
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®
C ontents
Features
5 MurkroottradeMoot
By Matt Sernett
Somewhere sunken beneath the sodden soil at the edge of the great
Murkendraw Swamp in the Feywild, a secret hides from the angry nobles of
the Summer Court—the Murkroot Trade Moot, where elixirs, mercenaries,
poisons, and slaves are bought and sold in equal measure.
30 cLassacts: cavaLiers’ MouNts
By Richard Baker
The mounted warrior stands at the apex of military effectiveness. The knight
is famed for skill in mounted combat, while the cavalier is renowned for his
or her steed, charger, or warhorse—a loyal companion and ally touched by
the divine favor that follows any paladin in battle.
11 LegacyoFNerath
By Jeff Morgenroth
To most folk living now, Nerath means nothing more than ancient legends in the
shadows of crumbling ruins, but once, the splendor of Nerath lit the world with
its culture and accomplishments. There are those who would see it so again.
35 cLassacts: hexbLadeWarLocks
By Robert J. Schwalb
A warlock’s pact is an invisible thing, intangible and undetectable by one
not accomplished in the arcane arts. Hexblades are the exception. Their pact
becomes a physical thing, a weapon wrought from magic and steeped with
legend.
19 darksuN: graNdMastertraiNiNg
By Robert J. Schwalb
Gladiatorial games are featured across Athas, and gladiators rank among the
land’s most revered heroes. This article presents several gladiator masters
and the grandmaster training they can impart, should they judge you worthy
as a student.
40 WiNNiNgraces: WiLdeNstorMchasers
By Scott Fitzgerald Gray
In places where permanent portals between the mortal realm and the
Feywild also weaken the boundaries to the Elemental Chaos, the fury of the
storm rages unabated. Wilden native to this type of elemental nexus call
such sites storm-homes and themselves stormchasers.
24 cLassacts: hexbLadestarPact
By Matt Sernett
Hexblade warlocks make a pact with powerful entities, and those who engage
in a star pact tie themselves to certain—and uncertain—things beyond the stars.
Such warlocks have good reason to keep a watchful eye upon the heavens.
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coLuMNs
43 WiNNiNgraces: veiLWaLkerdevas
By Peter Schaefer
Even though few have seen a deva, most have heard at least one tale about
the heavenly beings who wield blade and magic against evil. Not every deva
matches the heroes of those stories. Some are veilwalkers who choose to tread
as near the rakshasa precipice as possible.
4 editoriaL
By Steve Winter
57 aMPersaNd
By Bill Slavicsek
64 desigN&deveLoPMeNt:
gaMMaWorLd
By Richard Baker and Bruce R. Cordell
The lead designers of Gamma World prepare you
for the rigors of post-apocalypse life with more
insights into the game’s genesis.
49 FictioN: dreaMiNgoFWaterdeeP
By Rosemary Jones
Gustin Bone thought he would die without ever escaping the narrow confines
of his uncle’s farm, until three colorful strangers stumbled out of the forest.
67 coNFessioNsoFaFuLL-tiMeWizard
By Shelly Mazzanoble
D&D’s “Player-in-Chief ” ventures into the Tomb of
Horrors in the company of mutant cats.
JaMesM. Ward
The designer of the very first science-fiction
roleplaying game Metamorphosis Alpha and the
original edition of Gamma World discusses the
origins of Gamma Terra.
oNthecover
Illustration by Dan Dos Santos
Dungeons & Dragons, D&D, Forgotten realms, Eberron, D ungeon , D ragon , d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
72 sPotLightiNtervieW:
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E D I T or I A l
393
Achieving Equilibrium
one of the more interesting concepts in game
theory is that of equilibrium. In a competitive game,
everyone follows a strategy that gives them the best
chance to win. Equilibrium occurs when all the play-
ers are making all the right moves. Because everyone
is playing perfect strategy and no one has any reason
to let up, no one is getting any closer to victory. As
long as no one makes a mistake, the game stalemates.*
In some circumstances, the best way to break the
deadlock is for players to take actions which individu-
ally are not optimal for them but which nevertheless
lead to the best outcome for the group . Here’s where it
gets interesting. No one player acting on his own can
bring about that best-for-all solution. All of the players
must participate in pursuing what they know to be
the second-best strategy in order for it to pay off for
everyone. This isn’t just some dry, academic exercise;
the “Nash Equilibrium” and others like it have been
used to model behavior from economic interaction to
war. Equilibrium is a powerful tool for analyzing com-
plex interactions.
Unlike a competitive game, D&D doesn’t stale-
mate when no one makes a mistake. It’s still possible,
however, for what seems to be the best individual
strategy to lead to less-than-optimal group results.
Most characters are built with an eye toward
maximizing their effectiveness in a particular role, a
particular situation, or even a specific attack routine. As
we all know, sometimes in a D&D combat, the action
that contributes the most to winning the battle might
not be the action that the character is optimized for.
A soft-skinned leader or controller might need to step
into the danger zone to set up a f lank so the striker can
get the most out of her daily attack. The striker might
need to forego that devastating daily attack or use it in
a less-than-ideal way (attacking only one target instead
of three, for example) in order to lock an enemy into
a vulnerable location so that someone else can trigger
Dragon
No vemb e r 2010
Editor-in-Chief
Steve Winter
a more important effect. There’s an element of trust
in doing this. The druid with the lousy Armor Class
risks stepping next to the ogre because he trusts that
the rogue will kill it if he has combat advantage. If the
rogue doesn’t follow through, then the druid player is
right to wonder why he’s taking so much risk for others.
This idea that what’s best for the individual isn’t
always best for the group is part of what makes D&D a
compelling game. It creates dramatic tension within the
players and the group. Sometimes it even leads to trag-
edy when a character pays ‘the ultimate price’ for the
good of others. You won’t find that in Uno or Parcheesi.
Before wrapping up, I want to mention something
that we’re adding to Dragon articles in conjunction
with organized Play. Starting with last month’s
compilation, you’ll notice little icons in some articles
indicating one or more D&D rulebooks. These indi-
cate what D&D product an article is most closely
related to. If an organized Play event is limited to,
say, Essentials-only characters, then Dragon magazine
content which comes with an Essentials icon (for now,
those are Heroes of the Fallen Lands and Heroes of the
Forgotten Kingdoms ) can also be used at that event.
Senior Art Director
Jon Schindehette
Web Production
bart Carroll
Contributing Authors
richard baker, bart Carroll,
Scott Fitzgerald Gray, rosemary
Jones, Shelly mazzanoble,
Peter Schaefer, Stephen Schubert,
robert J. Schwalb, matt Sernett
Developers
Jeremy Crawford,
Stephen Schubert
Editor
miranda Horner
Cover Artist
Dan Dos Santos
Contributing Artists
Sam burley, Warren mahy,
Aaron miller, Craig J. Spearing,
Spikytiger, brian valenzuela
Publishing Production
Specialists
Angelika Lokotz, Erin Dorries,
Christopher Tardiff
Web Development
mark Jindra
Executive Producer,
D&D Insider
Christopher Perkins
Director of RPG R&D
bill Slavicsek
Special Thanks
Josh Dillard
* If you’ve watched the film A Beautiful Mind , then you
saw a whimsical explanation of this principle in a par-
able about a group of men, each trying to get a date
with the most beautiful girl in the room. If all of the
men talk only to her, she’ll turn them all down and no
one gets a date with anyone. If all of the men talk only
to her friends, they’ll all get dates, although none will
be with the most beautiful girl. You really ought to
watch the film. It’s not about math.
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Trade Moot
By Matt Sernett
Illustration by Sam Burley
Severed from its twin and accessible only through
quirks of fate and wrinkles in time, the Feywild
holds many mysteries for the people of the world. Yet
even residents of the magical realm struggle with its
many unknowns and closely held secrets. Known
trails twist in new directions. Spatial mirages make
distant desires seem close and nearby dangers far
away. Passages to and from the plane open or close
based upon the blossoming of f lowers, the direction
of wind, the presence of fog, the phase of the moon,
or the seeker’s mood. In such an uncanny place, is it
any wonder that well-known locations remain lost to
most who seek them?
Somewhere sunken beneath the sodden soil at the
edge of the great Murkendraw Swamp in the Feywild,
a secret hides from the angry nobles of the Summer
Court. lost to all but those who’ve been there before,
this place remains beyond the reach of those who
would destroy, conquer, or exploit it—at least until
someone who has been there betrays it. Fortunately,
the keepers of the place guard it from such duplicity:
The entrance to its warren of tunnels is changed fre-
quently. Thus, a guide entrusted with the knowledge
must first meet those who seek it.
Suppliers of slaves, purveyors of poisons, concoc-
tors of uncertain elixirs, merchants of mercenaries,
innovators of unusual items—all meet at the Murkroot
Trade Moot to sell their wares. When an eladrin
chokes upon wine at a ball or falls in the forest after
the scratch of a dart, poisons purchased at Murkroot
might be held responsible. When a princess swoons
at the sight of a pauper or a priceless jewel vanishes
from a vault, the potions of Murkroot frequently take
the blame. The curse that cripples the hero might
have its origins in Murkroot, as might its cure.
The Bogbottom goblins run the Murkroot Trade
Moot. Goblin guides seek out both buyers and sellers,
leading them to the latest entrance. Bugbear bounc-
ers lurk in every shadow of the Trade Moot and its
entrance. The few hobgoblins of the tribe administer
fees upon sellers, act as arbiters in disputes, and
serve as translators for those who need it. Unlike
many goblin tribes, the smallest of the goblin family
occupies the highest caste, and the bugbears act as
bodyguards and servants. The hobgoblins that have
found their way into the tribe make little headway in
fighting this system, since the goblins and bugbears
vastly outnumber them.
Tm & © 2010 Wizards of the Coast LLC. All rights reserved.
No vemb e r 2010 | Dragon 393
5
Murkroot
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