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BlueMonkey wrote:
I thought WotC were going to take up updating the websites and letting folks know what is going on in the LG Campaign? Maybe I heard wrong. Anyways, Thanks in advance if you can help me out.

Have you asked the questions above on the Living Greyhawk message boards on WotC's site? Melanie Creel (Community Mgr) moderates those boards, and I'm betting she could be helpful.

-Rob


Chris Wissel - WerePlatypus wrote:


I wouldn't like players to get extra abilites as a replacement. It unbalances the class, I think.

While choosing abilities at random could certainly do this, Substitution levels are specifically designed NOT to unbalance the class, so they are worth the look.

As for the great white steed concept being integral to the Paladin's character, as some have stated, my first instinct would be "you're right. I have a hard time envisioning a Paladin walking from church to church or on his feet amidst a throng of undead"

Let's not forget the cardinal rule of D&D though, the rules are just a suggestion, not an absolute. Do what you want.

-Rob


Calidore_Chase wrote:


Now I think any Paladin who doesn't take advantage of the benefits of a mount is simply losing out on one of the advantages of his class.

I agree with Calidore's assesment. A Paladin is a Paladin with or without a mount; however, by not taking one, you're taking a bit of advantage away from that class.

Substitution levels are an idea for a fix...Substitution levels have started appearing in some WotC v3.5 books, particularly in the "Races of" books. It seems to me I saw Paladin substitution levels somewhere, but I can't recall where.

This is ideal for class abilities and such that don't quite fit into your character concept. Its a complete level, but with different abilitites and/or stat increases. So for example, at 5th level, instead of your Paladin taking a mount, maybe he gets Greater Turning or some such instead.

-Rob


Jeremiah the Red wrote:
My wife and I just moved to the area and are looking for a game in south King county. We'd love to help playtest your game.

Jeremiah and Angus...

As of right now, there is no "where and when"...that's something I'd discuss with a group of players once we got them together.

Likely, we'd be playing one-shots...once or twice a month.

Starting levels would very from game to game. I'm playtesting so I'd likely be running a 1st level game, then a 5th level, etc.

I'd be asking everyone to sign NDA's...and fill out a feedback form at the conclusion.

Does that make it sound more appealing? less appealing?

-Rob


Erik Mona wrote:


By this logic, no magazines should run reviews or product previews ever. A curious standard to apply to only Dragon, and not to every other magazine in the universe.

Erik, all good points, all quite true.

Yamo, its apparent you and I do not see eye to eye, but to be clear, I don't think you're talking out of your arse on this. This is the way you feel, and the way I'm guessing most of your friends/peers and even a few other folks on this forum feel.

I think what's being missed is the conception that *any* audience group represents the majority...much less the "old-timer" or "hardcore" audience.

Erik, I don't think you're poisoning the magazine or sitting about twitching your mustache thinking "how can I screw my 40 year old loyals next"...well, maybe you are, but I'll bet you don't mean it. ;)

I do concede the point, though, that the overall hardcore content of the magazine has gone down. Not in quality, but in quantity. But that's because Dragon & Dungeon used to be marketing tools used to drive product sales of the same company, before they were focused on media wide-audience media.

To those against Dragon's current format...I hope you'll allow for the space that while you may indeed represent a portion of the audience of the magazine, you do NOT represent the majority of the magazine, and you do NOT represent ALL of the readers. In order for the magazine to continue to sell well so we all have something to complain about, it needs to appeal to as many people as possible while still trying to be economically feasible at the same time. Concessions have to be made. They are not concessions of quality, but are concessions of "you can't make everyone happy all the time"

In today's market, it is admirable to even keep a non-WotC, non-Upper Deck gaming industry company off the ground, let alone have it survive from year to year. The people involved are not simply motivated by lining their pockets, nor are they bumbling fools who have no idea what makes their readers happy.

All of these companies are doing what they can to keep producing the products they have to supply the industry they love.

If your artciles are only 12 pages instead of 28 pages because of it...adapt.

Flame away...

-Rob


I'm getting very close to playtesting stages with my new project and would love to find more than a few players.


I'm a big fan of the Loremaster, Harper Scout, and Dwarven Defender.

I think these three classes (granted, among some others) do a great job of embodying the true idea behind prestige classes: its not necessarily about getting all the extra abilities, but its about thinking "what if Wizards didn't spend all their time making potions or developing meta-magic?"

I think they are very good examples of different slants on regular classes rather than just being new classes in and of themselves.

-Rob


In order....

1) Giants (any) - lots of versatility, easy to work into a any game

2) Dragons - See above but more dangerous. :)

3) Owlbears - Yes, owlbears!, quit snickering

4) Orcs - for lower level campaigns (or even higher ones) its very easy to make these guys as threatening or as bumbling as you want.

5) Trolls - a good overall, generic, gross, bad-guy...plus the PCs have to use a little creativity to keep them down.


Yamo wrote:
I accept that things have to change, but why do have to decline in quality at the same time?

I think room should be allowed for the fact that this may be your (and others') *opinion* rather than factual.


I think we can all agree we'd like our gaming magazines to contain no adds, have 7 point font, be at LEAST 5 mu's and simply have content after content after content...

The largest problems with the above scenario revolve chiefly around the necessity to SELL the magazine, and the corresponding necessity to PAY the employees.

As the gaming industry has been thrust more and more into the lime light (particularly as a result of the exploits of a young, four-eyed wizard or perhaps an overly adventurous hobbit...not to mention the birth of companies like Paizo!), it has become necessary to "mainstream" things a bit. Step the gaming world a little more into the professional world.

"Core" would get smaller and smaller if we never changed anything, and pretty soon, the only people buying Dragon would be the folks who have been "DM'ing since 1943" or whatever. You need to evolve the product with an evolving market.

I'm not going to go into how the market has changed or what the new need are, but my point is, give Paizo a break! Paizo did not take Dragon and Dungeon and ruin them or pervert them. Paizo took Dragon and Dungeon and saved them...otherwise, they'd be laying on the WotC cutting room floor next to Duelist and Sideboard.

Things change...D&D changed, gaming changed, the industry changed, and the magazines need to change along with it. NONE of these things changed because some corporate monstrosity said "screw the gamers! this is what we're doing now!"...they changed because sales were dropping, and you need to sell a product to produce it.


Andrelvis wrote:
I've been told that in some issues of Dragon magazine there is stuff for Diablo, and my question is, in which issues are they? And is there any Diablo stuff in any Dungeon magazine issue?

*Shoots up a flare to get James' or Eric's attention*

I'm not sure what's been published in Dragon or Dungeon, but all the other D&D Diablo accessories seem like they are listed here on this list. WotC itself hasn't put anything out since then, but I don't know if someone's written additional materials for the mags.


azhrei_fje wrote:
-- a ring of spell storing was cheap in 2nd Ed AD&D, but became quite expensive in 3.0 and even more in 3.5; how does one handle the transition in-game? No, I have a solution so I don't really need one, but thanks for offering! :)

My solution (no worries Azhrei, this isnt technically a "solution" to the problem, but you didn't want that anyway!) for any situation like the Ring o' Spell Storin' or any magic items in the game is fairly simple...They ARE NOT FOR SALE!

But even if they were, I don't give out gold by the thousands either. My line to players along this track has always been simple and to the point:

"This ain't Diablo! You want the gold, you want the magic weapons? You'd better find the evil individual (or dragon) FAR more powerful than you who has been holding this stuff and come up with a crafty way to either defeat him or con him out of his stuff."

Now this next part of my argument is definitly on a downward slope, and yes, it is quite slippery, but in the interest of practical reasoning for the non-selling of magical items:

(my prices will be off as I'm not well versed in the cost of magic items for all the reasons above, so let me slide on the accuracy of numbers for the sake of landing my point)

A Ring of Improved Invisibility is 35,000 Gold. Odds of a merchant in Suzail, or Tantras, or Waterdeep having one of these *could* be reasonable as they are huge, magic-centric cities, but you've got to ask yourself, "why, if this merchant has this item, is he selling it in his street shop? And why, hasn't some 12th level Rogue come and cleaned this guy out?"

Are merchants who carry magical weapons as items for sale all wizards with Iron Golems, or is Brinks Security more popular in Faerun than I thought? Who runs that anyhow? Probably a company in Calimport...sounds like their kind of thing.

-Rob


Gavgoyle wrote:
trapmaster wrote:
I would like a book on underground races. Like drow and those evil dwarves.

Derro! Derro! Derro!

I love those vicious little buggars.

Three words:

Svirf neb lin!


StormDruid wrote:
In short = How can I turn my druid into a force to be reckoned with?

By the looks of the lion's share of responses, this is going to be an unpopular opinion and I'm sure it will draw some flames, but in the interest of this being a forum, I feel there's a side of this thread which is not being represented.

"How can I turn my druid into a force to be reckoned with?"

Don't focus on combat. That's not what a Druid is for or about. The first thing I'd do is reread the Druid description...he's not a combat monster. He's not there to wreak havoc on the evils of the world by turning into a monstrous bear or zapping himself full of spells and laying low score of enemies or ancient dragons...That's what Fighters and Wizards are for.

This doesn't mean you're a "supporting class" as some have said. Your responsibility is not simply to stand behind the ranks and cast heal and barkskin spells on your fellows. Druids have amazing abilities to work with the wilderness around them and harness its aspects into manifestations of their own power.

There are plenty of books out there, by WotC, Kenzer, White Wolf, Monte Cook, etc that will give you enough feats, spells, prestige classes, and special abilities to turn any character into a combat monster...but that's the true definition of "breaking" a class. Classes are not inherently "broken"...

What's the best way to improve your character? Become very familiar with the spells, special abilities, and description specific to the Class. They are designed to work in harmony and with a bit of creativity, they can turn any character into a force to be reckoned with in one way or another.

My two cents.

-Rob


Yamo wrote:

Here you go: http://boards1.wizards.com/showthread.php?t=399440&page=1

I seem to remember reading something about it on the PRG.Net forums, too, but I could be mistaken there.

I think the point which Andy is trying to make...and which I totally agree with is that message boards aren't exactly the place for Sales Reports. Anything read on ANY message boards is likely just a rumor flying about, regardless of whether or not it started on RPG.net, GAMA, WotC, Paizo, or wherever.

As for Eberron content in Dungeon...I'm all for it. Its new, it needs supplements, and what better place to get them than from the fine folks and authors at Paizo.


Steve Greer wrote:
Hmmmm... The PCs are in the cage and the lobsters aren't. A bit of poetic justice, I think. .

So do the PC's all have rubberbands holding their hands closed? Or perhaps their solution to escaping the cage is climbing on top of one another repeatedly???


fears his topic may have fallen victim to a tangent of uncertain HD and CR...If only I had a 20th level Wizard!

:)


Chris Wissel - WerePlatypus wrote:


On the other hand, I think a low-magic campaign would be really cool. Have you read George R.R. Martin's Song of Ice and Fire? When there IS magic in that series, it's rare and regarded with mystery and awe.

Your idea sounds pretty intriguing. Lemme us know how it goes.

I haven't read the George RR Martin book, but its worth the look. I could always use additional reference material.

As for letting you know how it goes...things have gone well so far. I keep a running log of the adventure in the Campaign Journals section of this site. The header is "Storytelling My New Campaign"

Thanks for the input!

-Rob


James Jacobs wrote:


Of course, the reverse holds just as true. Why should the sorcerer or wizard bother wasting or even preparing a spell to turn a trap to mud when a rogue can just disarm it with a single skill check?

I think that the classes are, for the most part, fairly balanced.

Perhaps...and I realize generalizations are dangerous...its the players the classes draw who aren't as fairly balanced. :) I know I've hosted many more Wizard and Sorcerer players who are a bit more aggressive and...efficient?...than the other players.

There's a certain flair to using magic which requires a bit of charisma and bravado (which the Sorcerer class actually asks for)...and as such, it seems the less-subtle, more pro-active players are drawn to these classes.

Overall, James, I agree with you. I think the classes are quite well balanced in 3E...but I'd wager that "Perfect Self" or "Improved Evasion" pale in comparison to 6 7th level spells per day. :)

-Rob


Chapter 2 pregame document and the results of the chapter two game.

Chapter 2: On the Road of Trades and Blades

The sun rises on the 3rd Day of Mid-Setting over the sober and somber City of Greer. The mysteries surrounding the disappearances, and the chilling fear of Orc threat are no longer a distant caution. This morning finds blood on Greer’s streets.

As adventurers and hireswords rise with the sun and take to the roads, answering Drenethin Larn’s call for aid and embarking on their search and recovery mission, the dark aspects of this quest way heavily on everyone’s minds. No less heavily, do they rest upon the shoulders of the very foursome of adventurers intimately involved in the details of the previous evening’s attacks.

The morning finds no further disturbances or attacks, and no evidence of additional Worgs or any sign of their masters about the city. The Greer Watch has doubled patrols in the city’s streets and surrounding countryside; an act that placed further demands on a Watch spread too thin already.

Having theories of Worgs scenting for silk, and missing caravan masters trading with Elves, the foursome break their fast to take to the trail of Logan the Grey. Their destination: the Dallan Wood, and an encounter with the Lanor Elves who dwell there. Captain Gerol of the Greer Watch has sworn the party to secrecy, believing them to be uniquely equipped to handle the tracking of the missing caravan master, and the diplomatic interaction with the Elves.

And the conclusion of the chapter, written as a result of the players' game session:

Early after sunrise on the 3rd Day of Mid-Setting, adventurers of all sorts set off in a myriad of directions, all to the aid of Drenethin Larn and the city of Greer. Some set off for the west, to investigate the troubling reports of organized Orc activity in the foothills, while others headed down the Easting Road, bound for Xyle and distant Lorenport, in search of any clues pertaining to the disappearance of Logan the Gray and Arding the Cobbler’s caravans.

The road less traveled, however, fell underfoot of the brave foursome of adventurers who seem already to be closely tied to recent events in the city of Greer. Sworn to secrecy, Liana the Ranger, Phawn the Druid, and the human brothers Wilbur and Julen of Forgoth, set for the Dallan Wood, beyond Relfar’s borders.

A day of swift travel brought the party to the outlying reaches of the dense forest, and set their task to that of searching the many copses of trees for evidence of the large caravan commanded by Logan the Gray. Thanks to the keen senses of their half-Elvish ranger, and her druidic companion, the adventurers soon located the campsite of the caravan, and the all but washed away tracks of Logan and his henchmen venturing into the woods.

A brief investigation revealed the grim reality that raiders, quite possibly of Orcish decent, had besieged the caravan and it was unlikely many of the humans, if any at all survived. The only evidence of anyone leaving the grove of trees, besides the lone footsteps of Logan and his two companions, was an eerily over-laden wagon, and motley of tracks heading south.

Following Logan’s trail into the woods proved a bit more fruitful, however, as it eventually led the foursome into the home of the Lanor Elves… the last known folk to see Logan the Gray alive. Logan’s trail ended soon after entering the Elvish wood, concealed by the magics of the forest elves, but after a half day of travel, the companions encountered the white steed of Narlel, the self-proclaimed emissary of the Elves.

Narlel, perhaps interested in the prowess and skill level of Logan’s seekers, challenged Julen to a brief duel…one that ended very much in Narlel’s favor, but seeming to please the Elf enough to speak honestly with the party. He granted them asylum in the safe grove they had entered and asked they remain his guests for the night. In exchange, he would tell them as much information as they wished to know, and escort them to Logan’s exit point the next morning.

Narlel indeed confirmed Logan’s appearance in the Dallan Wood, and also confirmed his safe exit back into the fields to the East. He advised the adventurers on his normal procedure of meeting back up with his wagons in Reflar’s territory, and explained he knew not what befell Logan once he left the sanctity of the Dallan Wood.
Further conversation with the Lanor Elf revealed that a great number of Orcs lived in the hills of the Wyverntails a couple hundred miles to the South, but seeing the Orcs so close to the Dallan Wood, and so brazenly attacking such a well-armed caravan was most unusual.

Their heads full of questions, and grave new information, the foursome made the long ride back to Greer, arriving there at nightfall, on the 5th day of Mid-Setting. After a brief conversation with Gerol, the party learned the bodies of two of the hired adventuring groups had been found to the east of the city, and the Greer Watch had extended to encompass the north-lying farmlands in their patrols as well, as the killers of the adventuring bands had not yet been found.

The party returned to their inn that evening for a restful night’s sleep, awaiting their morning conference with the Elder Larn, and new instructions.

Chapter 3 coming in about a week.


This is a topic I've been struggling with lately as I've been working on a project of my own, and I'm anxious to hear what this forum has to say on the topic:

What does everyone think of the abundance (perhaps excess?) of magic that can work its way into a D&D campaign, particularly one that advances beyond 9th or 10th level.

It seems the Wizards and Sorcerers often become so powerful they rendor the specialized abilities and powers of other classes useless. (Why have the Rogue disarm the trap if the Wizard can turn it to mud, or has stoneskin and can take the damage?)

I'm in the process of running (and writing) a campaign in which magic is quite a bit "dumbed down". Its a world where wizards and sorcerers are few and far between and no one is wading into battle against 8 Frost Giants because their shooting fireballs from their eyes, and bolts of lightning from their arse!

Braveheart quotes aside...what does everyone think about the amount of magic in games. Does it inspire better roleplaying and make things more fun for the players, or does it eventually turn the game into who can best utilize a spell to accomplish anything?

Thoughts?


Here's the first chapter preview and the results of the first game session...I'm sure everyone will be bored with this, let alone the full background behind the names and places, so I'm not going to add all the details...

Chapter 1: Among the Falling Leaves

In Mid-Setting, the already beautiful lands of Relfar become all the more splendid as its numerous Elms and Maples begin to color and fall to the grass, which is lush and overgrown from the increasing rainfall. The sound of the countryside is a mix of rumbling wagons hauling in the day’s fruit crop, crackling leaves beneath the feet of hurried farmers and playful children, and the trumpeting of geese who have abandoned the south shores of Lach Dennen and the coasts of Brandsend for the still warm temperatures of southern Relfar and the north of Lyree.

In the midst of the land, just west of the rapidly cooling lake of White Pond, sits the capital city of Greer, its blackstone shaped walls ever vigilant of the bustling province on all sides. But in Greer, all is not well…

A Relfaran caravan set out from Greer and bound for the coastal city of Lorenport is one week overdue, and no trace of the 8 wagons, 12 horses, and twice that number of men has been found. While it is true the caravan was not well guarded, the route down the Easting Road was deep within Relfar’s territory, and not a dangerous one. To make matters worse, Drenethin Larn, the Elder, Elder of the Relfaran Council, received a delegation of Pandfolk (Halflings) just two days ago, and rumors already abound that they too are missing a cobbler and his son and their accompanying caravan who set north of Lyree for Lorenport recently.

The timing of these mysterious events is most unfortunate as the Relfaran Council has already been addressing the worrisome reports of increased presence of Orc tribes to the west of Relfar, and surely if danger comes from the east now as well, Relfar may be in for troubled times.

With the onset of Mid-Setting, caravans from Margov and Brandsend are arriving daily, seeking to trade in year-end metal and stone surplus, as well as freshly harvested crop, and the Elder Larn would not have his province be one of chaos and peril when hosting guests from the stronger, larger kingdoms.

To this end, Larn has asked those savvy of the wilderness and skilled with the blade report in to Greer that they might be assigned a route of investigation to discern the dangers flanking the normally peaceful province. The Greer Hall of Poll’De, God of Commerce and Fellowship has been opened by the Elder Larn on the eve of the second day of the coming week for all those willing to take up his call and join in the cause to make safe the lands of Relfar once again.

And after the game session....the conclusion of Chapter 1:

Chapter 1: Among the Falling Leaves -Conclusion

The evening of the 2nd day of Mid Setting found the streets of Greer abuzz with talk of the disappearances of two caravans, and the arrival of a great deal of adventurers, hireswords, do-gooders, and heroes who have answered Drenethin Larn the Elder’s call for aid to investigate the most troubling incidents.

Four such adventurers, perhaps given to boredom, wanderlust, the need to do right by the people of Greer, or even too-much of Barkeep Feldon’s ale found themselves sitting ‘round a table that same night, pondering what the Elder Larn may have in store for them, and finding themselves forming a most unlikely of alliances with one another, in an effort to solve the mysteries beset upon Relfar in recent nights.

Liana, a traveling Ranger of Human and Howlek Half-Elvish lineage, had arrived in Greer only nights before, and befriended a lady Halfling Druid, Phawn, on an apparent pilgrimage to the Washan Isle and advancement of her powers and faith. The pair of women soon made the acquaintance of two Margovian brothers, caravan guards of some note, who found themselves drawn to the higher purpose of aiding their neighboring land of Relfar. Julen, Guardian of Forgoth, and his elder brother Wilbur, Disciple to the same God of War opted to join the Women of the Wild to form a unique band of adventurers, united under the common cause of good.

The gathering at the Temple of Poll’De that same night saw 30 some of these adventuring bands, hailing apparently from throughout Lyree, Relfar, and even Margov, all with common purpose, but perhaps widely differing underlying motives. While largely making an effort to keep to themselves, the foursome of adventurers had the misfortune of meeting with a band of rather arrogant Margovians, apparently also Blood Faithful to the God Orlar. No names were traded and only brief chidings exchanged between the two groups.

Later in the gathering, The Elder Larn and his Captain of the Guard, Gerol, addressed those present, explaining that Caravan Master Logan the Grey, renowned for his safe travels, expert tradesmenship, and honest hand was the leader of the missing caravan bound for Lorenport. It was also revealed that a caravan of Pandfolk, led by Arding the Cobbler and his son also disappeared somewhere between the Relfaran border checkpoint and their destination city of Lorenport.

Singled out by Captain Gerol because of their wilderness skilled companions, the foursome of adventurers was asked to take on a clandestine portion of the search. It was revealed that Logan the Grey had somewhat secret dealings with the Lanor Elves of the Dallan Wood. While many in Greer know simply that Logan vanished sometime after leaving Greer and before arriving in his checkpoint city of Xyle, Gerol suspects Logan made a detour into the Dallan Wood to pick up various Elvish tradegoods to include in his cargo.

The adventurers were given the directive to question Wessen the Silkmaster, perhaps the last Greer merchant to see Logan before he left town, and then explore the Dallan Wood in an attempt to see if the Elves have any information pertinent to the investigation. The foursome was also asked to bring their investigation down the Easting Road from Greer to Xyle and check in with Telkin the Elder, governor of the city, to see if any further information may be helpful.

The visit to Wessen was brief and hostile, yielding very little useful information short of Logan carrying a great deal of the Silkmaster’s coins with the intent to purchase imported Silk in Lorenport. As Julen and Wilbur canvassed the remainder of the wealthy merchant district of Greer, Liana and Phawn visited Wessen a second time, in an attempt to persuade more information from him. Yielding little more, Wessen simply allowed the women to take along three of his Silken Scarves to trade with the Elves should they need collateral for information bargaining. After Wessen left the room, the ladies of the wilderness purloined a small crate of the scarves and headed back to their inn.

As the party reunited late that evening, their conference was cut short by the sudden and terrifying appearance of two Worgs, who savagely beset upon the adventurers and their inn. The battle was swift and furious, and Liana sustained significant wounds as she heroically stood fast in the doorway, barring the second Worg from entering the establishment and affording the Margovian brothers ample time to dispatch the first beast, and then come to her aid to finish off the second.

Screams and cries of panic from the street indicated the Worgs had caused more havoc in the town than simply within the heroes’ inn. After brief investigation, it became apparent the Worgs had also visited Wessen, tearing him and his shop limb from bloody limb, and seeming quite focused on tearing and destroying many of his imported silks. After Phawn, mischievous Halfling Druid that she is, revealed to the other adventurers that she and Liana had some of the silks back at their inn, it became clear the attacks of the Worgs were perhaps not so random.

Bruised and scarred, and now feeling their mission was going to be quite more than a simple search and rescue, the adventurers set to their beds after midnight, hoping to take ride at first light and begin unraveling the grave circumstance their mysteries had now undertaken.

Chapter 2 coming soon...


Hello all,

I've just started a 1st level game in a campaign setting of my own...a relatively low-magic campaign, but just as much fantasy and adventure and so forth.

I've got 4 players in the game, two of them experienced D&D veterans, one of relatively moderate experience, and one a newby...who is doing VERY well for a first timer.

I shape my game in the form of chapters in a book, adding extra narrative and background info for the players in an effort to help them feel more immersed in the campaign, and aid them in remembering names, sequences of events, etc.

Prior to each game, I write a little chapter teaser for them to think about, then after each game, I write the remainder of the chapter as a summary. It's entertaining for the players to see literary interpretations of their roleplaying, and I thought maybe other folks might like to read along as well.

Any comments, suggestions on various ways to torment the players are welcome. I'll send the first chapter and the beginning of the second to this thread in seperate replies.


There's a 2E download for it on the D&D Resources.com site....

http://www.dndresources.com/index.php/files/c120-51-52/

I know its not what you're looking for, but its a start. Getting a copy of Games Quarterly from GAMA might be a good step in finding it as well.

-Rob