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In the entries for the Spawn of Kyuss provided in issue #126 and Monster Manual II, there are mechanics for dealing with attached Kyuss worms. Is just me, or are these mechanics a little...lacking?

The worms have AC 10 and 1 hp, implying they can be attacked while attached (and killed by the touch of silver). But what happens when a PC swings his greataxe to kill a worm on his neck? That sounds dangerous! What if the PC wants to just grab the worm and pull it off, or squish it? What if a wizard want to blast the worms off his companion with magic missles? Burn them off with a torch?

Almost all of these issues came up when I ran the ending of EaBK (except the torch one) a little while ago. I ended up making the following rulings "on the fly" (I hope I did Monte Cook proud :P )

- You can attack the worms with a weapon at a -4 penalty to avoid taking a chunk out of yourself. It didn't come up, but I'm thinking that attacks with light weapons could be made without a penalty.

- A succussful melee touch atttack against AC 10 allows you to grab a worm and the grapple check to pull it off or squish it automatically succeeds (since the worms should have a grapple modifier of -16 - Str modifier). This should provoke attacks of opportunity -- something which I may have forgotten in my session (can't remember). Of course, the worms could have a racial bonus to grapple....

- I ruled that magic missles would work fine, killing one worm per missle without threat to the PC the worms are on.

- I also ruled that if a Spawn rolled high enough on a slam attack to hit the PC's touch AC, it successfully transferred a worm onto the PC, despite doing no damage. Without this rule, the enounter would have been a cakewalk.

The easiet route among these is pretty clear -- my PCs ended up pulling the worms off with touch attacks. My players were terrified of the worms getting into them (heh heh), but because of the easy touch attacks, there was never any real threat of that happening. The PCs just ended up spending a lot of their actions pulling worms off instead of attacking the Spawn, who weren't able to hit very often with their slams. In order to really have a shot at infecting a PC, there would need to be three Spawn teaming up on one PC, with some other monsters keeping the other PCs occupied.

I'm interesting in hearing how others are handling the Spawn worm mechanics, and if you think mine make sense.


Did anyone else notice that the banner on the cover of #128 promises an adventure by Richard Pett? Oops...


Congratulations to the Dungeon staff and Paizo for winning four golds at the ENnie awards:

Best Cartography:
World Map of Greyhawk

Best Adventure:
Maure Castle -- Dungeon Magazine #112

Best Aid or Accessory:
Dungeon Magazine

Best Free Product or Web Enhancement:
Dungeon Magazine map and handouts (114-122)


There was a seminar on the future of Dungeon and Dragon magazines at GenCon this morning:

http://www.gamingreport.com/article.php?sid=18275&mode=thread&order =0

Pertinent upcoming highlights:

- The third AP will start 4-5 issues after AoW has finished; planning has already started.

- In the next year or two there will be a full-issue adventure (100 pages long).

- Two high-profile WotC/TSR authors will do "revision advenutures" in the vein of Maure Castle.

- Oriental Advenutes module in issue #132.


Handling swarms was a pretty hot topic a little while back. A good write-up of tactics to use against swarms has been posted on the WotC website. I think everything there was covered in the discussion on these boards (except maybe Gust of Wind), but it makes for a good summary:

http://www.wizards.com/default.asp?x=dnd/tt/20050802a


Wil Wheaton has written in his blog (www.wilwheaton.net) that he will no longer be writing Wil Save, apparently due to negative feedback from somewhere...Hmm....


Do you use the Eberron content in Dungeon (or plan/want to use it in the future)? Sound off with a "yes," "no," or "other" and feel free to explain your choice.

My vote: yes.

Eberron is exciting, it's interesting. Not because it's new, but because it's genuinely well-designed and innovative. It's exotic, and yet distinctly and unmistakably D&D. It has it's flaws, like any setting, but on the whole it's very good.

Greyhawk is bland. It's dull. It tastes like chicken. This works as an advantage in one sense, in that a Greyhawk adventure can be seasoned and cooked and modified to fit into whatever world you like. But to convert a bland Greyhawk module into a distinctly Eberron one can often take a lot of work, with some complete re-writing necessary (I'm sure anyone trying to convert Shackled City knows this). Sometimes it's almost as easy to start from scratch. This is why Eberron adventures are needed.


Great cover! I love the dichotomy between the prehistoric T-Rex and the "technological" warforged. Excellent lighting as well. Looking forward to the Eberron mini-arc.