Medesha wrote: As someone who has some ecology articles coming out (and hopes to write more in the future), I found this really interesting. I'd like to add more of this type thing to any future articles the editors are kind and benevolent enough to let me write. Are there any more opinions on Ecology articles and what they should contain? My opinion of the necessary requirements of a great Ecology article: 1) The standard History, Psychology, and society information.2) Versus information 3) One or two plot springboards for the DM or player to use in a character history. I know the focus is supposed to be on the player but if the DM is not inspired enough to use the creature then it won’t be very helpful for the player. An Example: Say the medusa race is all female. (I know some people say they are and some say they are not but it is beside the point.) The Ecology article for this would include talk of how they manage to have offspring with humans. Then in a sidebar or right there in the article mention that there is a legend in medusa culture that talks of one day a male medusa being born and he will unite his people or something like that. A small mention but can be used by the DM to make something more out of it. 4) At least one “I did not know that” fact about the creature. Some distinct fact about the creature that you may not know by just glancing at a stat block and a picture. An example of this would be from The Slayers Guide to Troglodytes book. It details that Troglodytes have extreme sexual dimorphism. The male and female members of the race are extremely different. The males are what you see in the MM, but the females are smaller and walk on all fours. It also says that adventurers are usually wondering where the females are because the females will be mistaken as a separate species. I just want to say that I hope no one was offended by that example about the Troglodytes. I would have found it just as shocking if the genders were switched. But I think those last two requirements are absolutely necessary to make for an article that will get a second glance from the reader.
Tracy Taylor wrote: Actually, that's kind of good to know as I have a Slaad ecology into Dragon that will hopefully see the light of day. As for some of the others, I think they would be kind of neat, but maybe a little difficult to do in the 2,500 word alotment, particularly the aquatic elves. But who knows, maybe someone has written it and it will appear soon. A Slaad article would rock. I have been curious about the slaad lords--Ssendam and Ygorl. They were only breifly mentioned in the Manual of the Planes. Not that they would be the topic of the article though, but any information would be cool. I understand that some creatures would be harder to write for than others, but some of the hardest might make for some of the coolest articles.
Chef's Slaad wrote:
Thanks, that thought occurred to shortly after I made that post. That would definitely be a problem.
Medesha wrote:
Yeah, It comes out once a month. But I meant it would be nice for them to cover a non-standard class once an issue, once every other issue, or whenever they can fit it in. Maybe I should of said 'once in a while' sorry.
I decided to start this thread to let people say what creatures they would like to see in Ecology but first I would like to say that usually the Ecology articles have been a little bland. If the whole article is just a bunch of generic information that any DM would of wrote if given the chance then it can be a very boring read. I am just saying some of the ecology articles need some more 'That is interesting' factors to it. And for those factors not to brushed aside in one sentence but maybe elaborated maybe in a sidebar or something if it would mean making assumptions that the author did not want to make in his main article. That said. Here is what I would like to see as topics of an Ecology article. --Aquatic Elves
Just to name a few.
Is it also possible to do a Dragonlance article? Now I know someone is going to say there was one in Dragon 315. But how about a new one? With the current developments on Krynn and according to the Wizards Conclave novel, wizards and sorcerers are going to becoming into major conflict. This could make for an interesting versus article that if written just right should be easily transferred to any campaign setting. Just a suggestion though. Any Dragonlance article would be nice. Also, in case anyone did not know there was bonus content for the Dragonlance article from Dragon 315 posted at http://www.dragonlance.com/products/enhancements/10001.aspx
Razz wrote:
I agree it might be nice once a month or so to do a wild card class and pick one from Razz's list. I would like to see more on the Urban Druid, Psion, and Shugenja. In that order. Awsome suggestion Razz.
Favorite Issues: Dragon 280: It had an article with a bunch of cool Alchemy items. Dragon 289: The article about Leveled Treasures is a favorite in my group. Dragon: 297: It had an article about para-elemental planetouched. Dragon: 298: A Drow issue. Now I am one of the first to say that Drow usually get too much attention and I was thinking it when I got this issue in, but it was a really good issue all together. Dragon: 300: The Minions of Darkness article was awesome. It had monster cultist prestige classes. My favorite was the Deep Thrall. Dragon 313: It had an article about a new race--Ghost Elves. Dragon 317: Lots of great articles. True Names and Fetishes, Using Power Components, Body of Knowledge, and the Urban Druid. I love the artwork for the Urban Druid. I really gave me a sense on what the class was. Also the ability to eventually have a gargantuan monstrous spider as a companion is just awesome. I will stop there. There are many more that I would label my favorite articles and issues but these are the ones that came off the top of my head.
OK, this has been bothering me for awhile now and maybe someone can help me by shedding some light on this. In Dungeon issue 107, there is a Critical Threats article about Evard. THE Evard of Evard's black tentacles. In his stat block he is wearing 7 rings! There is then an asterisk saying these rings have no space limitation. What I am confused about is why. The DMG says you can only get the benefits of two magical rings at a time. No where else in the article is this explained. My only guess is that Evard must have had special rings made that do not take up a space slot. Does anyone else have a better suggestion? Maybe the Dungeon staff since they wrote the article? Any info would be great. I have just been curious about this one for a while.
Unlike Dragon, I think Dungeon got it right on the first try. A low, medium, and high adventure in each issue is perfect. The addition of some articles to help support the DM was a good idea. So everything is perfect but that does not mean that I do not have requests.
Thanks again for the changes.
I agree with Cymraegmorgan, SG-1 managed to pull it off after I thought they wrote themselves into a corner with promoting Jack. Atlantis IS showing promise, but I am concerned that the Wraith lack the depth to make for a long standing recurring villain. But only time will tell. Besides does every major villain have to have a symbiotic relationship with humans on the StarGate shows? One of my favorite shows is Nip/Tuck on FX. While not SF, it is a dark satire. No one on that show every gets to experience happiness for very long. It is definitely worth at least one watch.
I would LOVE to bring tokens back. First I would like them to come with the magazine again, but a download in a pdf would be better than nothing. I know everyone is pushing minis and I do own a few boxes but I have been screwed pretty badly with multiples. At least with tokens I know what I am getting, I will have a greater variety, they are easy to store, and is easy to transport in mass quantities unlike minis. Maps for the players would be great. Also, any player handouts would be a big help. Throwing some of the art in there might be helpful for visual aids, especially if it is of the NPCs in the issue. Lastly providing NPCs stats in a text file would be helpful. So I could just cut and past them in to my game notes and make any necessary changes right there.
First I want to say I love Dragon and I have faith that you guys will fine to the Magazine to so that as many people as possible are happy. That said, here are my opinions:
Has Potential but did not care for this issue:
Did not like:
I know there were a few more articles but I only wanted to talk about the ones that I liked, disliked, or saw potential in. Thanks for listening to what I had to say. I know that the guys at Dragon can fine tune their changes. I am definitely curious on how it will affect the upcoming issues. One last opinion: Themed Issues Rock!!! Bring them Back.
About Bartan HarrowbornBartan was born to a pair of gypsy fortune tellers who traveled around Varisia for his entire childhood. He learned from them the ancient art of Harrowing, and when he was a teenager he decided that he would like to pursue magic. His training consisted of arcane magic combined with the mysticism of the harrow, and when his mentor found him to be ready, he set off on his own to find his way in the world.
Stats:
Bartan Harrowborn Male Varisian Card Caster/Staff Magus 7 / Sczarni Swindler Rogue 2 / Arcane Trickster 3 CN Medium humanoid (human) Init +5; Senses Perception +7 DEFENSE
OFFENSE
Magus spells prepared
Current Spell Effects: STATISTICS
an intricate bronze scarab that functions as a wand of open/close with 14 charges Deck of Illusions:
Spoiler:
Playing Card Tarot Card Creature Ace of hearts IV. The Emperor Red dragon King of hearts Knight of swords Male human fighter and four guards Queen of hearts Queen of staves Female human wizard Jack of hearts King of staves Male human druid Ten of hearts VII. The Chariot Cloud giant Nine of hearts Page of staves Ettin Eight of hearts Ace of cups Bugbear Two of hearts Five of staves Goblin Playing Card Tarot Card Creature Ace of diamonds III. The Empress Glabrezu (demon) King of diamonds Two of cups Male elf wizard and female apprentice Queen of diamonds Queen of swords Half-elf ranger Jack of diamonds XIV. Temperance Harpy Ten of diamonds Seven of staves Male half-orc barbarian Nine of diamonds Four of pentacles Ogre mage Eight of diamonds Ace of pentacles Gnoll Two of diamonds Six of pentacles Kobold Playing Card Tarot Card Creature Ace of spades II. The High Priestess Lich King of spades Three of staves Three human clerics Queen of spades Four of cups Medusa Jack of spades Knight of pentacles Male dwarf paladin Ten of spades Seven of swords Frost giant Nine of spades Three of swords Troll Eight of spades Ace of swords Hobgoblin Two of spades Five of cups Goblin Playing Card Tarot Card Creature Ace of clubs VIII. Strength Iron golem King of clubs Page of pentacles Three halfling rogues Queen of clubs Ten of cups Pixies Jack of clubs Nine of pentacles Half-elf bard Ten of clubs Nine of staves Hill giant Nine of clubs King of swords Ogre Eight of clubs Ace of staves Orc Two of clubs Five of cups Kobold Playing Card Tarot Card Creature Joker Two of pentacles Illusion of deck's owner Joker (with trademark) Two of staves Illusion of deck's owner (sex reversed) Current buffs:
sense vitals, 9/9 rounds left Random Harrow Generator::
1: The Paladin (Lawful Good, Strength) 2: The Keep (Neutral Good, Strength) 3: The Big Sky (Chaotic Good, Strength) 4: The Forge (Lawful Neutral, Strength) 5: The Bear (True Neutral, Strength) 6: The Uprising (Chaotic Neutral, Strength) 7: The Fiend (Lawful Evil, Strength) 8: The Beating (Neutral Evil, Strength) 9: The Cyclone (Chaotic Evil, Strength) 10: The Dance (Lawful Good, Dexterity) 11: The Cricket (Neutral Good, Dexterity) 12: The Juggler (Chaotic Good, Dexterity) 13: The Locksmith (Lawful Neutral, Dexterity) 14: The Peacock (True Neutral, Dexterity) 15: The Rabbit Prince (Chaotic Neutral, Dexterity) 16: The Avalanche (Lawful Evil, Dexterity) 17: The Crows (Neutral Evil, Dexterity) 18: The Demon's Lantern (Chaotic Evil, Dexterity) 19: The Trumpet (Lawful Good, Constitution) 20: The Survivor (Neutral Good, Constitution) 21: The Desert (Chaotic Good, Constitution) 22: The Brass Dwarf (Lawful Neutral, Constitution) 23: The Teamster (True Neutral, Constitution) 24: The Mountain Man (Chaotic Neutral, Constitution) 25: The Tangled Briar (Lawful Evil, Constitution) 26: The Sickness (Neutral Evil, Constitution) 27: The Waxworks (Chaotic Evil, Constitution) 28: The Hidden Truth (Lawful Good, Intelligence) 29: The Wanderer (Neutral Good, Intelligence) 30: The Joke (Chaotic Good, Intelligence) 31: The Inquisitor (Lawful Neutral, Intelligence) 32: The Foreign Trader (True Neutral, Intelligence) 33: The Vision (Chaotic Neutral, Intelligence) 34: The Rakshasa (Lawful Evil, Intelligence) 35: The Idiot (Neutral Evil, Intelligence) 36: The Snakebite (Chaotic Evil, Intelligence) 37: The Winged Serpent (Lawful Good, Wisdom) 38: The Midwife (Neutral Good, Wisdom) 39: The Publican (Chaotic Good, Wisdom) 40: The Queen Mother (Lawful Neutral, Wisdom) 41: The Owl (True Neutral, Wisdom) 42: The Carnival (Chaotic Neutral, Wisdom) 43: The Eclipse (Lawful Evil, Wisdom) 44: The Mute Hag (Neutral Evil, Wisdom) 45: The Lost (Chaotic Evil, Wisdom) 46: The Empty Throne (Lawful Good, Charisma) 47: The Theater (Neutral Good, Charisma) 48: The Unicorn (Chaotic Good, Charisma) 49: The Marriage (Lawful Neutral, Charisma) 50: The Twin (True Neutral, Charisma) 51: The Courtesan (Chaotic Neutral, Charisma) 52: The Tyrant (Lawful Evil, Charisma) 53: The Betrayal (Neutral Evil, Charisma) 54: The Liar (Chaotic Evil, Charisma) Harrow Spread templates:
Standard Harrowing (5sp) [dice=RoleCard]1d9[/dice] [dice=TopLeft, Lawful Good, positive past]1d54[/dice]
The Bridge (guidance about specific action, 1gp) [dice=Card1 (beginning)]1d54[/dice] [dice=rev?]1d2[/dice]
Custom Harrowing (couple) [dice=Male RoleCard]1d9[/dice]
[dice=TopLeft cross, Lawful Good, positive past]1d54[/dice]
Knucklebone effects:
1 Eya-Doh The character gains 1 permanent negative level. 2 Bvu The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He can shake this compulsion only by succeeding a DC 25 Will saving throw. He can attempt this saving throw only once per day. 3 Eij The character is affected by a harm spell (caster level 15th). 4 Hor The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). All three of these rolls are made with a —5 penalty on the knucklebone's die roll (minimum 1). 5 Veh The character is blinded as with blindness/deafness (no saving throw). 6 Chu The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed). 7 Roh For the next 24 hours, the character suffers a —2 penalty on all skill and ability checks. 8 Seh The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect. 9 Kog For the next week, the character emits a horrible smell. He suffers a —4 penalty on Diplomacy and Stealth checks. 10 Vis Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain. 11 Fyeh The character gains 100 points of fire immunity, as if using protection from energy. 12 Xal The character gains the benefits of a heroism spell for the next 200 minutes. 13 Yaq For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage. 14 Gib Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 15 Xku The character is immune to fear for the next 24 hours. 16 Lev Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 17 Nhi For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded. 18 Zmi For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does half damage or partial effect on a failed save, the knucklebone's character takes no damage or suffers no effect. 19 Tem For the next 24 hours, the character automatically confirms all critical hits. 20 Eha-Zah The next time the character dies, he comes back from the dead the very next morning as if the subject of a resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies. Spell research:
Luck’s Mercy School divination; Level magus 2, shaman 2, sorcerer/wizard 3, witch 3 CASTING Casting Time 1 round Components V, S, M (an uncut ruby worth 25 gp), F (a die of some kind) EFFECT Range personal Target you Duration instantaneous This spell allows you a small glimpse at the state of your own luck, allowing you to predict and prevent catastrophe when leaving your well-being up to chance. When you cast this spell, there is a 60% + 1% per caster level chance that you will know the result of your next roll of the die before you roll it. If successful, the next result of the die with glow, and you may choose whether to roll it as part of the action of completing the spell. If the spell fails to determine the next result, the die rolls and affects you with its result as part of the spell’s completion.
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