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ISSUE 371 | JANUARY 2009
A Dungeons & Dragons
®
Roleplaying Game Supplement
TM
Contents
FEATURES
18
5
LEGACY OF ACERERAK
By Robert J. Schwalb
The legendary demilich left a lasting stain on the world in more
ways than one. Learn about his legacy, and his curse.
18
HESTAVAR, THE BRIGHT CITY
By Stephen Radney-MacFarland
This Astral dominion appears to be a haven of civilization at first
glance. But not all is as it appears in this grand city.
32
32
PLAYING DHAMPYR
By Brian R. James
These tormented souls have the blood of vampires in their veins.
Learn what it means to be one of the tainted dhampyr.
39
39
ORIGIN STORIES: INCORPORATING RACES
By Bruce R. Cordell
The warforged have long been identified exclusively with Eberron,
and the genasi with the Realms, but what would happen if you
crossed those streams?
FEATURES
46
COLUMNS
46
CREATURE INCARNATIONS:
4
EDITORIAL
ZOMBIES
By Daniel Marthaler
With the zombie apocalypse sure to arrive in 2009,
it’s time to start preparations in your campaign with
these new zombie options.
54
DESIGN & DEVELOPMENT
By RPG R&D Staff
The ins and outs of design are discussed in detail in this
ongoing series.
57
CONFESSIONS OF A FULL-TIME WIZARD
By Shelly Mazzanoble
Shelly ran a game of D&D for her parents over the
holidays. See how her next grand experiment went.
62
D&D ALUMNI
By Bart Carroll and Steve Winter
A look back at the D&D cosmology through past editions.
68
RPGA REPORT
By Chris Tulach
The Living FR campaign is in full swing. Learn more
about how to get involved!
ON THE COVER
Illustration by Raven Mimura
70
AMPERSAND
By Bill Slavicsek
Bill previews another upcoming release, and discusses
more of the changes in store for D&D in 2009.
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. ©2008 Wizards of the Coast, Inc.
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
COLUMNS
TM
EDITORIAL
371
New Year’s Resolve
DRAGON
January 2009
Editor-in-Chief Chris Youngs
Senior Art Director Jon Schindehette
I wanted to write this editorial, fresh into 2009, about
my New Year’s resolutions. I know this topic has been
done to death. Magazine editors across the globe are
likely writing similar editorials right now. But the idea
was suggested by some co-workers, followed immedi-
ately by several suggestions for what my resolutions
should be.
Shelly Mazzanoble, Confessions of a Full-Time
Wizard Columnist:
“Give your columnists more than
three days notice that their column is due.”
Web Specialist Chris Sims
Web Production Bart Carroll, Steve Winter
Graphic Design Bob Jordan, Breanne Miller
Let it go, Shelly. Let it go.
Contributing Authors
Richard Baker, Logan Bonner,
Shelly Mazzanoble, Mike Mearls,
Steve Winter, Web Specialist:
“Be nicer to your
co-workers.”
Stephen Radney-MacFarland,
Robert J. Schwalb, Chris Sims,
I feel like suggesting resolutions for someone else is
a lot like making a critical commentary on their life.
Okay, it’s not a lot like that. It is
exactly
that. I started to
take offense, then realized that this sort of insight isn’t
easily come by. After all, if you walked up to a friend
on a normal day and said, “Hey, what’s wrong with
me? What could I work on?” They’re likely to respond
with sarcasm (“Everything.”) or platitudes (“You’re
fine the way you are!” Thanks, mom.).
Bill Slavicsek, Chris Tulach,
Uh, what are you trying to say, you big jerk?
James Wyatt
Developers
Stephen Radney-MacFarland,
Steve Schubert, RPG Developer:
“Be a better fan-
tasy football drafter.”
Peter Schaefer, Stephen Schubert,
Rodney Thompson
Touché, Shoe. Touché. But last I checked, we both had
the league’s worst record at a glorious 3-11. Pot, meet
kettle.
Editors
Jennifer Clarke-Wilkes,
Miranda Horner
Cover Artist Raven Mimura
But ask a friend what your New Year’s resolutions
should be, and you’ll get responses. Oh yes, you will.
In fact, co-workers nearby will shout them over cube
walls in an effort to get their 2 cents in. Apparently
resolutions are a free-for-all way to offer “constructive”
criticism. Once the suggestions started rolling in, I
started to enjoy the experience, and started soliciting
more. Here’s a sampling from around the office when
I started to ask people what they thought my New
Year’s resolution should be.
Stephen Radney-MacFarland, Save My Game Col-
umnist and RPG Developer:
“Buy Stephen more
drinks.”
Contributing Artists Rob Alexander, Dave Allsop,
Ryan Barger, Eric Belisle,
Eric Deschamps, Steve Ellis,
Gonzalo Flores, Adam Gillespie,
Done! Since sitting next to SRM in meetings is like
sitting with the delinquent kids at the back of class, I
imagine the hyjinks that will follow drinks with SRM
could only be entertaining.
Jim Nelson, William O’Connor,
Chris Seaman, Eric L. William,
Web Development
Mark A. Jindra
D&D Creative Manager
Christopher Perkins
The Rouse, D&D Senior Brand Manager (and
apparently all-around creepy dude):
“Smile more.
And wear this…” (as he reaches into a desk drawer).
Executive Producer,
D&D Insider
Ken Troop
Sara Girard, D&D Associate Brand Manager:
“When you DM, stop making up rules on the f ly that
negatively affect your players.”
Director of RPG R&D
Bill Slavicsek
I didn’t stick around long enough to see what The
Rouse was pulling out. I caught a glimpse, and it was
leather and had buckles. Creepy.
Special Thanks
Richard Baker, Greg Bilsland, Logan Bonner, Michele Carter, Jennifer
Clarke Wilkes, Andy Collins, Bruce R. Cordell, Jeremy Crawford, Rob
Heinsoo, Peter Lee, Julia Martin, Mike Mearls, Kim Mohan, David
Noonan, Stephen Radney-MacFarland, Peter Schaefer, Stephen
Schubert, Chris Sims, Rodney Thompson, Rob Watkins, James Wyatt
Translation: “Stop telling us when we’re breaking the
rules.”
We entered that accursed tomb with the welcome of its
foul attendants, each smiling and offering whispers of
encouragement. Into the blackness strode five foolhardy
adventurers and yet only I walked out alive. Darkness swal-
lowed the first, when eager Rillian stepped boldly into the
Devourer’s maw. Khasta sprung a wicked trap and died
when a dart fusillade filled her blood with wicked poison.
Algrum stepped into a glowing portal and I can only
presume he died, for the sounds of his screaming echoed
all around us. And Phillip, poor Phillip, crumbled to dust
when he looked into the skull’s faceted eyes. I escaped with
my body intact, but I can’t say the same for my mind. The
tomb’s horrors haunt me still. Acererak, cursed lich, awaits
my death and when I die, he’ ll steal my soul as he did those
companions I left behind in that evil place. Know this: Seek
not the Tomb of Acererak for there are easier ways to die.
Legacy of Acererak
by Robert J. Schwalb
illustrations by Eric Belisle, Raven Mimura
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 innu-
merable hazards, or emerged, maimed or mad, the
dungeon has survived, promising the same death and
despair as it always has to the next band to enter its
darkened corridors.
One might wonder why any dare descend into the
Tomb’s nightmarish depths if death is nearly certain.
Treasure, of course. One cannot count the legends
about the fabulous treasures in the tomb’s bowels.
One can seek out glory as well, because few can say
they survived the Tomb, and fewer can claim they
survived intact. Each new generation produces those
who would follow in the steps of the fallen to seek
their fates in the Tomb’s unhallowed halls.
January 2009
|
DR AGON 371
5
M
any dungeons fill the world, but few come
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