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I usually save this introduction until I'm finished compiling the whole article so I can work my way toward figuring out the insightful topic about which I shall write. Often it's relevant to a product that's highlighted in the article. Sometimes it's just a general observation of what's going on around here. And, occasionally -- like this month -- it's just a short paragraph that doesn't do anything more than to let you know that you're about to jump directly into the excerpts, illustrations, jpegs, and descriptions. 'Cause that's what you're here for.

So, enough with this intro, and on with the good stuff. Check it out:

October: Book of Exalted Deeds

As I mentioned last month, this 192-page hardcover is a kind of companion to the Book of Vile Darkness, which also makes it the second book in the mature audience product line. While BoVD focused on how to challenge the heroes of a D&D campaign with the most horrifyingly evil and despicable villains (allowing the unwavering light of good to struggle valiantly to win the day), the Book of Exalted Deeds offers a preponderance of material that illustrates the challenges of playing good characters and provides a host of information for running truly heroic campaigns. Here's an excerpt from the book's Introduction, which does a fine job of speaking to those of you out there who are up to the challenge:

The Book of Exalted Deeds is for players who aren't satisfied by slapping a good alignment label on their character and then acting no different from the neutral characters in the party. This book is all about how to make a good alignment mean something, and how to live up to the ideals implied in their alignment.

This is not a book about what good characters can't do -- it's not a list of ways to avoid being evil. Rather, it's about what they can do, the power that they gain as a direct result of adhering to a higher standard of righteousness than most of the world can hope to achieve. It's about being an agent of good, whether a character serves a good deity or simply adheres to more abstract ideas of goodness. It's about following a higher call than the lure of gold and experience points, wrestling with tougher choices than which monster to kill first or what magic item to buy with newfound loot, and doing the kinds of heroic deeds that make a difference in the game world.

Last month, I gave you a glimpse at the back cover copy, and a look at one of the monsters -- the Aleax (the physical manifestation of a deity's vengeance). This month, I thought that a look at one of the twenty-two prestige classes you'll find inside BoED would give you a good idea of how much punch just one good guy can pack:

Fist of Raziel

The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil. Its members include large numbers of paladins, as well as lawful good clerics, fighters, rangers, and occasionally warriors. While Sealtiel champions those who defend good communities from evil assault, Raziel's crusaders lead the charge against evil wherever it is found. Smiting evil is their mission and their specialty.

To become a fist of Raziel, a character must already possess some degree of divine spellcasting ability, so members of the class generally begin as paladins or clerics, less often as fighter/clerics or ranger/clerics. Perhaps strangely, the order includes a number of ex-barbarians who first multiclassed as clerics and then adopted the fist of Raziel prestige class. These ferocious warriors seem to be drawn to Raziel's crusading creed.

The fists of Raziel are an elite, ordered, and disciplined fighting force. To make best use of their power, however, they typically serve as leaders or advisors to adventuring parties, military strike teams, or the armies of good kingdoms, working with members of other classes instead of with each other.

Hit Die: d10.


To qualify to become a Fist of Raziel, a character must fulfill all the following criteria.

Alignment: Lawful good.
Base Attack Bonus: +6.
Spellcasting: Ability to cast divine favor.
Skills: Diplomacy 5 ranks, Knowledge (religion) 5 ranks.
Feats: Power Attack, Servant of the Heavens.

Class Skills

The fist of Raziel's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

The following are class features of the fist of Raziel prestige class.

Weapon and Armor Proficiency: Fists of Raziel are proficient with simple and martial weapons, all armor, and light and heavy shields.

Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's total character level.

Smite Evil (Su): Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on Table 5-10.

If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain.

In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of bypassing the damage reduction of some evil outsiders, as if she had the Exalted Smite feat.

Confirming: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.

Holy: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the additional damage she deals from the smite. However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiendsmite: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Charisma modifier) reduces the damage by half.

Spellcasting: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, the player must decide to which class to add each fist of Raziel level for the purpose of determining spells per day.

Sanctify Martial Strike: At 4th level, a fist of Raziel gains the Sanctify Martial Strike feat as a bonus feat.

Sunder Evil Item (Su): At 6th level, whenever a fist of Raziel attacks an object that is evil (such asan unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.

Holy Martial Strike (Su): Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

October: Underdark

This is the 192-page hardcover tour of one of the most popular and most deadly regions in the Forgotten Realms. Last month, I showed you the back cover copy and a look at the mindwitness -- the example monster created when you start with a beholder and apply Underdark's new half-illithid template.

This month, I thought I'd give you a look at one of the character races you could consider playing if you're delving into the Realms Below.


The spiderlike chitines exemplify the unnatural changes that can be incorporated into a humanoid with the aid of evil-inspired magic. Once their ancestors were humanoid in form, but their enforced slavery to the drow entailed more than simple execution of duty. The drow of Ched Nasad selectively bred and magically meddled with their slaves, incorporating ghastly "improvements" as well as the results of fumbled experiments. Eventually these alterations became permanent, resulting in a race of spiderlike, four-armed humanoids that can build with webbing in the same way that humans employ stone or wood. Formerly found only in the northwest regions of Faerûn, chitines have spread throughout the Underdark in the course of their flight from their drow oppressors.

Personality: The chitines won their independence from their former drow masters in the Year of the Creeping Fang (1305 DR), although drow inattention and boredom played a larger role in their emancipation than active rebellion did. The most desperate and opportunistic chitines slipped away into unguarded passages and made their way to freedom. Those who did not seize the opportunity to escape met a variety of bad ends under the blades and whips of their drow masters.

The common chitine of Yathchol is a quiet craftsperson concerned primarily with building the next web-based home, tower, or fortification. But the legacy of the drow remains strong in the chitines, and betrayal is expected -- nay, almost required -- to survive. At best, chitines are opportunistic and self-serving creatures; at worst, they are scheming backstabbers. Chitines who don't find this way of life fulfilling often leave their villages and strike out on their own in search of adventure.

Physical Description: A typical chitine stands just under 4 feet tall and weighs about 85 pounds. His four lean arms are long, and each has an extra joint, allowing a greater range of movement than most humanoids have. His face is humanlike, but his eyes are faceted, and mandibles jut from his mouth. A chitine has mottled gray skin, and his stringy black hair grows in a tangle from his head, extending down his back like the mane of a horse.

A chitine can spin various kinds of webbing through an aperture in his belly (see below). In addition, he constantly secretes an oil that keeps him from becoming stuck in his own web and provides his body with a sheen under some light sources. His palms and feet are covered with hooks that allow him to climb up walls and across ceilings.

The typical chitine dresses in loose robes or a tunic. The thread for his clothing is usually spun from his own fine silk.

Relations: Chitines distrust most Underdark races on general principles, and they absolutely refuse to work with drow except when planning a secret, nasty surprise for their former tormenters. A chitine is much more likely to trust upperworld races than Underdark ones, mostly out of ignorance.

Alignment: The chitines won their freedom from the drow through a strong streak of independence, and this trait has manifested itself in their descendents as a chaotic nature. But because they existed so long without values and a culture of their own, the chitines also picked up many of the evil behaviors of their former drow masters. For instance, chitines cull members of their own race who are judged too weak to survive. Those chitines who break with their villages may learn to temper their outlooks, becoming chaotic neutral or chaotic good.

Religion: Like their former drow masters, chitines venerate Lolth. But since they revere her mostly out of fear, clerics of Lolth are very rare in this race. Chitines generally leave the Spider Queen's worship to the choldriths -- the priests of their kind. Even more spiderlike than chitines, choldriths are bloated abominations that rule over their lesser cousins (see Choldrith in Monsters of Faerûn).

Language: Chitines speak Undercommon. Bonus languages most often include Abyssal, Common, and Terran.

Names: Chitine first names tend to be simple, with no more than two syllables. Surnames are often descriptive and related to spiders.

Male Names: Awa, Caullum, Cyten, Garlome, Kawa, Nullum, Vald.

Female Names: Caulwen, Garwen, Neulwen, Qid, Qod, Uelwen.

Surnames: Spinner, Lowweb, Shrouder, Backspeaker, Drowtaker.

Adventurers: Adventuring chitines are usually those who were exiled from their communities when sentiments such as goodness and justice began to replace the drow-inspired callousness that characterizes the majority of their race. Such renegade chitines are more comfortable as members of small bands than they are as residents of large communities. Most chitine adventurers are simple scouts, but some become accomplished footpads who sell their services to the highest bidder. A few rare chitines even join bold, justice-seeking companies of upperworlders.

Regions: Small numbers of chitines are found in the northern reaches of the Upperdark and Middledark, but the majority live in a cluster of villages collectively known as Yathchol, which is located beneath the Far Forest southeast of Hellgate Keep. Yathchol is composed of at least seven villages, each with a population of forty to sixty chitines. Virtually all chitines choose the chitine region.

Chitine Web Implements

Chitines use their webbing as a construction material for homes, traps, and armor (see Chapter 7: Exploring the Underdark). They can harden their webbing to create spikes and edges in their traps, and each such sharp feature typically deals 1d6 points of damage. Weapons, armor, and other objects made from hardened webbing deteriorate after several months if not regularly treated with the oil secreted by chitines' skin. Items made of chitine webbing are also susceptible to fire -- 2 rounds of contact with flame ignites such an item, burning it away in 2d4 rounds.

Chitine Racial Traits

Chitines have the following racial traits.

+2 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma: Chitines are quick, tough, and smart, but not particularly endearing.

Small: As a Small creature, a chitine gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. However, he must use smaller weapons than a human does, and his lifting and carrying limits are three-quarters of those of Medium characters.

A chitine's base speed is 30 feet, and his climb speed is 20 feet. He gains a +8 racial bonus on Climb checks and may take 10 on any Climb check. The hooks on his palms and feet enable him to climb up walls and across ceilings, as if under the effect of a spider climb spell.

Multiweapon Fighting: A chitine gains Multiweapon Fighting as a bonus feat.

Grappling Bonus (Ex): A chitine's four arms grant him a +4 bonus on grapple checks, which makes him as good a grappler as a Medium creature.

Difficult to Disarm (Ex): Because of the hooks in a chitine's palm, he gains a +4 bonus on his opposed check to avoid being disarmed.

Sensitive to Sunlight (Ex): In sunlight or bright magical light (such as a daylight spell), chitines are dazzled.

Monstrous Humanoid Hit Dice: A chitine character has 2d8 racial Hit Dice (or "chitine levels") before adding any character levels. He receives maximum hit points for his first monstrous humanoid Hit Die, but all Hit Dice for his class levels are rolled normally, and he does not automatically get maximum hit points on his first class level Hit Die. A chitine's racial Hit Dice also provide him with a base attack bonus of +2 and the following base saving throw bonuses: Fort +0, Ref +3, and Will +3. Chitines with class levels add the base attack bonuses and base save bonuses for classes to these values.

Monstrous Humanoid Skills: A chitine's monstrous humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) x5. The class skills for these skill points are Balance, Climb, Craft (trapmaking), Hide, Jump, and Move Silently. A chitine character does not get the x4 multiplier for skill points acquired from his first class level, since his chitine levels already include the benefits a 1st-level character would receive.

Monstrous Humanoid Feats: A chitine character gains Multiweapon Fighting as a bonus feat, as noted above. In addition, his monstrous humanoid Hit Dice grant him one feat. A chitine with class levels gains feats based on his total Hit Dice, as described in the Monster Manual.

Weapon Familiarity: A chitine may treat shortswords as simple weapons rather than martial weapons.

Automatic Languages: Undercommon. Bonus Languages: By character region.

Favored Class: Rogue. Chitines are experts at stealth.

Level Adjustment: +2. A chitine character has an effective character level of 4 (2 chitine Hit Dice +2 level adjustment) plus his class levels. Thus, you can play a chitine without any class levels as a 4th-level character, or a chitine with one class level as a 5th-level character. See the Powerful Races sidebar in the Forgotten Realms Campaign Setting.

New Releases

For more information on these, check the Product Library link at far left.


  • Book of Exalted Deeds -- 192-page D&D hardcover sourcebook for mature audiences; companion to Book of Vile Darkness
  • Fist of Emirikol -- Custom-tooled 55mm d20, free giveaway item from the RPGA's D&D Player Rewards program (Part of the Con-in-a-Box mailer)
  • The Lone Drow -- Book Two in R.A. Salvatore's Hunter's Blades trilogy (hardcover)
  • Miniatures Handbook -- 192-page D&D hardcover for expanding combat in your RPGs and playing skirmish-, squad-, and mass-battles with miniatures
  • The Nightmare Lands -- Dragonlance Young Readers (Chronicles Volume Two, Part 1) (paperback)
  • Redemption -- The Dhamon Saga, Volume Three (paperback)
  • Return of the Damned -- Dungeons & Dragons novel series, Book Nine (paperback)
  • Riverwind the Plainsman -- Preludes, Volume Four (paperback)
  • To the Gates of Palanthas -- Dragonlance Young Readers (Chronicles Volume Two, Part 2) (paperback)
  • Underdark -- 192-page Forgotten Realms supplement exploring the region of the Realms Below


  • The Best of the Realms -- The first Forgotten Realms anthology (paperback)
  • Complete Warrior: A Player's Guide to Combat for All Classes -- 160-page D&D hardcover for combat-focused characters of all classes
  • Crucible: The Trial of Cyric the Mad -- The Avatar series, Book Five (paperback)
  • Dark Thane -- Dragonlance, the Age of Mortals series (paperback)
  • Draconomicon: The Book of Dragons -- An illustration-filled, 288-page D&D hardcover supplement dealing with all things draconic
  • Flint the King -- Preludes, Volume Five (paperback)
  • The Sapphire Crescent -- The Scions of Arrabar Trilogy, Book One (paperback)


  • The Crimson Gold -- The Rogues series, Book Three (paperback)
  • The Death Ray -- Dungeons & Dragons novel series, Book Ten (paperback)
  • Insurrection -- War of the Spider Queen, Book Two (paperback)
  • Sacred Fire -- The Kingpriest Trilogy, Volume Three (paperback)
  • Tanis, The Shadow Years -- Preludes, Volume Six (paperback)

October: Miniatures Handbook

Last month, I passed along the back cover copy and a good look at the war hulk prestige class. If you're looking for more excerpts from this 192-page hardcover, you should check out the generous sample platter we posted in September.

It includes one of the four new character classes, a prestige class, two new monsters, a new metamagic feat, and a new spell.

The Miniatures Handbook is a great resource for anyD&D game, whether you use miniatures or not, whether you play head-to-head tabletop combats or not. If your D&D game ever involves the phrase "Roll for initiative," you're going to find something of interest inside the Miniatures Handbook. Hey, it's on shelves this month. Pick it up, flip through, and see for yourself.

October: The Lone Drow

Finally, the long awaited sequel to The Thousand Orcs hits the shelves!

I've finally managed to lay my hands on an advance reading copy of the novel, and must say that the book leaps right in and doesn't really stop. You jump in with Drizzt, separated from all of his allies, behind enemy lines, thinking that his friends have all just been slaughtered. He's surrounded by way more than just a thousand orcs (and far too many giants) -- and he's got nothing to lose. By the end of this second installation of the Hunter's Blades trilogy, you'll be more than ready for the last book, which makes next October really seem far too long to find out what happens next.

November: Draconomicon: The Book of Dragons

Does the title not say it all? This 288-page hardcover is an illustration-filled D&D supplement dealing with all things draconic. Here's the back cover copy to get you started:

Ancient Creatures of Legend

Endless tomes recount epic tales illuminating the might and majesty of dragons. Formidable allies and more fearsome opponents, no other creatures have ever inspired such awe and wonder.

This lavishly illustrated supplement for the D&D game presents a comprehensive overview of the most evocative creatures in fantasy roleplaying. Along with the physiology, psychology, personality, and society of dragons, you'll discover statistics for all ten of the classic dragons at each of their twelve age categories. With new feats, spells, magic items, and prestige classes for dragons, their allies, and those brave or foolish enough hunt them, Draconomicon: The Book of Dragons also provides illustrated lairs for each of the classic dragons and rules for generating their all-important treasure hoards.

If that isn't enough, take a look at some of the awesome art you'll find inside. Here are two full-page illustrations. One details what a black dragon looks like at various age categories. The other gives you an idea of where one of those acid-breathing beasties might call home.

Wait until you see this thing. Draconomicon: The Book of Dragons starts you off with a super-detailed chapter that covers everything you'd learn about dragons if you were taking a college-level course on the scaly things. The chapter spans physiology, sociology, psychology, kinesiology, biology, theology, and more.

Chapter Two takes DMs through all kinds of information that will have significant impact on the next dragon your party encounters, including combat tactics, guidelines and advice; dragon feats, spells, and magic items; eight dragon prestige classes, and a section on advanced dragons (which includes an example advanced great red wyrm.

Click to enlarge.

Players get their turn in Chapter Three, where they'll find a lot of the same stuff but from their side of the fence: advice, tactics and guidelines for fighting dragons; feats, spells (including new cleric domains), magic items, ten prestige classes (some for fighting against dragons, some for fighting alongside them), and information on having dragons in your adventuring party as mounts, cohorts, special mounts, familiars, and as player characters.

Chapter Four provides more draconic-flavored monsters than you would ever want to tangle with, including the dracolich, several different drakes, faerie dragons, dragon golems, many species of landwyrm, an array of planar dragons, a few dragon templates, and more.

Click to enlarge.

Chapter Five actually delivers an example of each of the ten classic dragons (black, blue, brass, bronze, copper, gold, green, red, silver, and white) at each of the twelve age categories (wyrmling, very young, young, juvenile, young adult, adult, mature adult, old, very old, ancient, wyrm, and great wyrm). And by example, I don't just mean complete stats, special abilities, and sample spell lists (which, of course, you get), but real sample dragons complete with name and a profile-type description that gives you an idea of "who" each dragon is. (This is the chapter, by the way, where you'll find those great illustrations and sample lair maps like I showed you earlier.) These details give you a ready-to-go dragon any time you need one.

After that, you've got the appendices. One provides twenty-seven dragon hoards -- one for each Challenge Rating from 1 to 27 -- which detail the entire haul, breaking it down into coins, goods (gems, tapestries, etc.), and items (the stuff that glows when you cast detect magic). You'll find all sorts of interesting stuff in a dragon's hoard -- like "5 black opals," a "jeweled gold statuette of a toad," a "silver anklet with tiny elephant-shaped jade charms," or perhaps an "ocarina carved from petrified mammoth bone, its surface painted with metallic leaf depicting orcs in ritual dance." The second appendix gives you a quick index of all dragons published in official Dungeons & Dragons products to date (starting with 3rd edition), which includes the Monster Manual, Monster Manual II, Fiend Folio, Monsters of Faerûn, Magic of Faerûn, Oriental Adventures, Epic Level Handbook, Dragon Magazine, and the Draconomicon.

November: Complete Warrior: A Player's Guide to Combat for All Classes

This 160-page hardcover offers up a swath of material that will help any character of any class become a more effective entity in combat situations. It's also a great resource for Dungeon Masters who want to create a campaign that has a heavy focus on combat (for example, the characters find themselves in the midst of a war). Check out the back cover copy:

Forge Your Name in Battle

Great stories tell of mighty heroes finding fame and fortune in the heat of combat. Whether fighting with steel, spells, savagery, or stealth, their exceptional prowess enables them to emerge victorious from even the most harrowing conflicts.

This accessory for the D&D game provides everything you need to mold any character into a force to be reckoned with in combat. Along with new character classes, prestige classes, feats, spells, and magic items, Complete Warrior also provides guidelines for running a martially focused campaign and advice on creating your own prestige classes and feats.

You'll find three new character classes, something like 36 prestige classes, a ton of feats (including specialized fighting styles), new spells, guardian familiars (for spellcasters who wade into the thick of the fighting rather than staying on the fringe), and a huge section that provides guidelines and examples for creating a warrior-focused campaign, warrior organizations, and more game-building tools.

Remember that Complete Warrior: A Player's Guide to Combat for All Classes is just the first installation in a new series of accessories that will focus on specific elements of the Dungeons & Dragons game in order to provide rules, guidelines, suggestions, mechanics, and other material that every character and DM can use.

Online Now: D&D 3.5 Accessory Update Booklet

The D&D 3.5 Accessory Update Booklet was handed out at Gen Con. Now you can just download one and print it out yourself. These super-helpful things provide a quick run-down of the changes to the three core rulebooks, along with information you need to make adjustments to the Monster Manual II, Fiend Folio, Deities and Demigods, Epic Level Handbook, and the Manual of the Planes in order to bring them up to speed with v.3.5 of the game. If for nothing else, you should check it out for pages 38 and 39: a two-page generic character sheet you can use without having to crush your sparkly, new PHB inside a photocopier.

January: Dungeons & Dragons Miniatures Dragoneye expansion

The second set of Dungeons & Dragons Miniatures is on the way -- and it's good. Check out the text you'll see on the back of each box of 8 randomized miniatures:

Here There Be Dragons

Ready yourself for a random encounter dominated by dragons and dragonkind, along with a horde of other heroes, villains, and monsters. Taken straight from D&D rulebooks, such as the Draconomicon,Complete Warrior, Miniatures Handbook, and the Dragonlance Campaign Setting, these characters are ready for battle -- right out of the box.

Roll for initiative.

The 60-miniature Dragoneye expansion will bolster your collection of prepainted, plastic D&D miniatures with dragons, half-dragons, draconians, and other scaly critters, along with other less-draconic characters and creatures. I've seen Dragoneye minis floating around here (in closely guarded boxes), and have really liked what I've peeked at. I'll start toting around a digital camera and see if I can snag a couple jpegs to pass along next month. How would that be?

There it is.

About the Author

Mat Smith is a copywriter who's been playing roleplaying games for a disturbing number of years, and now gets to spend an astonishing amount of time thinking about clever ways to get more people to do the same.

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