Previews for December and Beyond


All I want for Christmas is to get back on-schedule with these articles and all the other stuff I've got going on around here. (Okay, I might have a few more things on my list, but I know getting back on top of my work would sure be nice. Even though I know this one will be a tad late (like the last few), I've tried to jam as much in as I can, to try to make your December a little bit brighter. We have a lot of good stuff coming out this month, with more on the way -- 2007 looks like it's going to be a good year. Check it out:

December: Fiendish Codex II: Tyrants of the Nine Hells

Finally on-sale this month is the infernal 160-page companion to Fiendish Codex I: Hordes of the Abyss. Much like its chaotic predecessor, Fiendish Codex II: Tyrants of the Nine Hells offers all manner of detailed and in-depth information about the inhabitants of the Nine Hells (including material that'll be of interest and use to DMs as well as players).

Back in September, I showed you the back cover text. Last month, I showed you the introduction, along with a look at the section describing the devils' perspective on the Blood War. This month, I thought I'd give you a taste of the infernal material your characters might tap into -- either to fight against the forces of Hell, or to make use of their evil power. So, take a look at a few feats and spells from Chapter Three: Game Rules.

Devil-Touched Feats

A few of the feats in this chapter belong to a new category of feats called devil-touched feats. These feats reflect the insidious nature of the baatezu, as they tempt and corrupt mortals, offering characters a sample of infernal power without necessarily making them evil. Devil-touched feats are open only to humanoids and monstrous humanoids. After selecting a devil-touched feat, you can no longer use or select exalted feats (see Book of Exalted Deeds). Also, each devil-touched feat selected imposes a -1 circumstance penalty on all Charisma-based skill checks made to interact with good creatures and animals.

Devil's Favor [Devil-Touched]

You have entered into an infernal pact with a dark power. In return for an indelible stain on your soul, and possibly an eternity of torment in Hell, you gain the ability to call upon the powers of Hell to aid your efforts.

Prerequisite: Pact with devil.

Benefit: When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.

You can use this ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.

Devil's Sight [Devil-Touched]

Your eyes glow red with infernal energy, allowing you to pierce magical darkness.

Prerequisites: Wis 15, Devil's Favor.

Benefit: You gain darkvision out to 60 feet. If you already have darkvision, its range improves by 60 feet. In addition, as a swift action, you can gain blindsight out to 30 feet for 5 rounds.

You can use your blindsight ability a number of times per day equal to the total number of devil-touched feats you have selected, including this one.

Disrupting Spell [Metamagic]

You can cast spells that disrupt other caster's magical capabilities.

Benefit: You can alter a spell so it interferes with one or more targets' supernatural and spell-like abilities, as well as any spells they cast. A disrupting spell temporarily reduces the save DC of any spell, spell-like, or supernatural ability the affected creature or creatures can cast or use by 2. The effect of a disrupting spell lasts for a number of rounds equal to the spell's unmodified level. Multiple disrupting spells do not stack. A disrupting spell has no effect on magic items. A disrupting spell uses up a spell slot two levels higher than the spell's actual level.

Divine Justice deals extra
damage to a devil.

Divine Justice [Divine]

You can channel divine energy to deal extra melee damage to evil outsiders.

Prerequisite: Ability to turn or rebuke undead.

Benefit: As a swift action, spend one of your turn or rebuke undead attempts to deal an extra 2d6 points of damage with all your successful melee attacks against evil outsiders until the end of the round. In addition, evil outsiders struck by one of your attacks while you are using this feat must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken for 1 minute.

Mark of Malbolge

Malbolge has transformed into a place of disturbing growth and decay. Glasya, the new mistress, has blessed you with the same essence that infects everything in her domain, enabling you to draw power from the remains of the Hag Countess.

Prerequisites: Brand of the Nine Hells, allegiance to Glasya.

Benefit: Your body throbs with a number of fleshy tumors equal to your Constitution modifier +3 (minimum three tumors). Each round, as a swift action, you can draw strength from one of these cancerous growths to gain one of the following benefits:

  • +10-foot enhancement bonus to your base speed for 1 round.
  • Heal 2d6 points of damage +1 point per Hit Die.
  • Increase your natural reach with your melee attacks by 5 feet for 1 round.
  • Spray a stream of noxious filth at an adjacent target, forcing that creature to succeed on a Fortitude save (DC 10 + 1/2 your HD + your Con modifier) or become sickened for 1 round.

Spent tumors regrow in 10 rounds.

Investiture (New Spells)

The investiture descriptor indicates a category of spells that invest the essence of an outsider into a mortal. Unlike other spells, effects gained from different (though not the same) investiture spells stack. So, two different investiture spells that grant resistance to fire 5 to the same target would actually grant a total resistance of 10. However, investiture spells are intense and draining. Targets of these spells are fatigued for 1 minute once the duration expires (or the spell is dispelled or ended through some other means). If an investiture spell expires on a target fatigued from a previous investiture spell, the duration of the fatigue increases by 1 minute.

Investiture of the Bearded Devil
Transmutation [Evil, Investiture]
Level: Blackguard 2, cleric 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

With a rush of sinister green light, you invest the target with infernal energy, drawing power from a bearded devil to fuel the spell.

You cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard. This beard flails about as though it were alive. If the subject successfully hits an adjacent opponent with at least one melee attack in a round, it also automatically hits with its beard, dealing an extra 2d8 points of damage.

The subject also gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the bearded devil).

While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the target of the investiture.

After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone

Investiture of the Pit Fiend
Transmutation [Evil, Investiture]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.+ 5 ft./2 levels)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless)

The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell as she receives a portion of the might of a pit fiend.

You infuse a creature with the terrifying power of a pit fiend. The spell causes the subject's mouth to expand to accommodate new dripping fangs. To add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject's back, granting it a fly speed of 60 feet with average maneuverability. The subject of the spell gains these benefits regardless of his aspect choice (see below).

The power granted to the subject by investiture of the pit fiend can manifest in one of three ways. At the beginning of each round, the invested creature chooses which aspect of the spell will be in place.

Aspect of Tyranny: The invested creature's hands lengthen to horrific claws, and the creature gains powerful melee attacks. While the aspect of tyranny is in effect, the invested creature can attack with both its claws and wings. Each attack deals base damage of 2d6 points. The claws are treated as primary melee attacks with a natural weapon, and the wing attacks are treated as secondary attacks with a natural weapon. When making attacks with these claws and wings, the invested creature has a base attack bonus equal to its character level (or Hit Dice, if the invested creature has a level adjustment).

When taking a full attack action and using only the natural weapons granted by the aspect of tyranny, the secondary attacks are made with only a -2 penalty rather than the normal -5. Because these are natural attacks, the invested creature cannot make multiple attacks because of a high base attack bonus.

Aspect of Pestilence: When the invested creature chooses to manifest the aspect of pestilence, it can, as a standard action, release a cloud of disease-ridden air. Creatures within 10 feet of the subject when it generates this effect must succeed on a Fortitude saving throw against the spell's DC or take 2 points of Strength damage.

Aspect of Terror: When the invested creature chooses to manifest the aspect of terror, it can, as a standard action, release a powerful wave of fear. Creatures within 10 feet of the subject when it generates this effect must succeed on a Will saving throw against the spell's DC or become frightened for 2 rounds. This wave of fear is a mind-affecting fear effect.

The subject gains immunity to poison and resistance to fire 20. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the pit fiend).

While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.

After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.

Material Component: A fist-sized chunk of brimstone.

December: Fantastic Locations: The Frostfell Rift

Also on-sale this month, The Frostfell Rift is the fifth Fantastic Locations accessory to grace gaming tables. With a 16-page adventure book and two double-side battle maps, this latest offering provides challenging new locations for roleplayers and minis gamers to find excitement -- and a lot of tough battles. I gave you the back cover text back in September, and that's all I can pass along.

December: The Shattered Gates of Slaughtergarde

I gave you the back cover text to this thing back in September, and can't really tell you much more -- so as to not ruin the fun for anyone at the gaming table. But with an adventure book, campaign book, a players' book, a double-sided map, and a booklet of illustrations, Shattered Gates of Slaughtergarde is a 142-page". . . launchpad for a new D&D campaign. Inside is enough activity to take 1st-level D&D characters to 7th level, as well as plenty of raw materials you can use for further exploration."

January: Gargantuan Blue Dragon

Hands down, this is my favorite of the D&D Icons minis. (Admittedly, blue dragons are my favorite of the chromatic dragons.)

This third addition to the new line of minis takes its place alongside the Gargantuan Black Dragon and Colossal Red Dragon as one of the most terrifying (and fun) things you'll ever see on your kitchen table. Like its acid-spewing cousin, the Gargantuan Blue Dragon crouches atop a 4-inch by 4-inch base, offering plenty of space for heroic types to sidle up and try to do some damage. (Of course, drawing attacks of opportunity.) I don't have one of these guys in front of me right now, so I'm not going to try describing its draconic majesty. (Besides, you're looking at a little picture right now.) I'll get hold of it next month. Until then, here's the bit of flavor/description from the back of the box:

The blue dragon is a vain and territorial juggernaut of claws and scales and beating wings, with a powerful breath weapon of crackling lightning. Few opponents can match the raw ferocity of the draconic evil and terrifying creature.

Drawn from the pages of the Dungeons & Dragons Monster Manual and Draconomicon, the Gargantuan Blue Dragon controls both sky and land with storms of lightning. Can your adventurers or your best warband stand against the power of this gargantuan monster?

January: Complete Scoundrel

This 160-page hardcover supplement is the latest addition to the extremely popular and useful Complete _______ line of books. Much in the same way as its predecessors (including Complete Mage, and Complete Adventurer) Complete Scoundrel is filled with character-building options for players and DMs that want to add more scoundrel-ishness to their game. Inside, you'll discover the kinds of feats, prestige classes, tricks, spells, equipment, and magic items you'd expect to make use of in nefarious ways.

Last month, I gave you a look at the back cover text. This month, just in time, I got the file, so I can give you a glimpse of what's in-store for all of you. Here's a bit of the Introduction, along with the chapter-by-chapter run-down of the contents of the book.

Your Scoundrel

A lot of the fun of the D&D game lies in playing iconic individuals and fantasy archetypes: the axe-wielding barbarian, the wise, staff-bearing wizard, the expert sharpshooter elf. All these images hold an identifiable charm. Another classic fantasy figure is the witty rogue who lives by his luck and always comes out on top: the scoundrel. Scoundrels can be wildly different characters, including Bilbo Baggins, Robin Hood, Han Solo and Princess Leia, Sherlock Holmes, Zorro, and Lara Croft. All of them live by their wits, take chances when they must, and land on their feet against all odds. Each has a distinct personality and goals, from solving crimes to committing them, but these characters' methods and outlooks, not their professions or morality, make them scoundrels.

As personas for characters, scoundrels represent a style of play rather than a class. They're the sneaks, the cheats, the bluffers, and the opportunists. They use improvisation and imagination to gain an advantage, exploiting a weakness or a hidden benefit in even the worst situation. Anyone can play a scoundrel. Simply adjust how you prepare for encounters, react to situations, and interact with both NPCs and your fellow PCs. Lawful or chaotic, sword-swinger or spellcaster, scoundrels come in all types.

Scoundrels can belong to any class

Scoundrels are also fun and valuable tools for DMs. Whether a skilled but unreliable cheat the PCs can never be sure about, or an entire guild of trained sneaks and thrill-seekers, the scoundrel archetype might enhance a campaign in any number of ways. The versatile new feats, skill tricks, spells, and equipment presented in this book might be just the way to spark a party's imagination and inspire new tactics. By the same token, putting these features in the hands of an opponent NPC allows you to confront even the most experienced player with something never seen before.

What's Inside

Like earlier entries in this series, Complete Scoundrel is a resource for players and DMs who wish to add elements of this book's theme to their game.

Chapter 1 introduces the concept of the scoundrel. What does it mean to play a scoundrel, and how can you best craft your scoundrel character? This chapter explores the archetype in detail, giving players and DMs a primer on incorporating the rest of the book's elements in their roleplaying.

The following chapters present new abilities and options for scoundrels of all sorts. Chapter 2 details prestige classes, while Chapter 3 offers many new feats to exploit a situation to the fullest. Chapter 3 also introduces two new rules subsystems: skin-of-your-teeth luck feats and an exciting way to enhance your skills with special tricks.

Chapter 4 presents a variety of new spells designed with the scoundrel in mind. Chapter 5's selection of new equipment -- including alchemical, magical, mundane, and even living items -- offers an array of useful gear for characters who seek the right tool for every job.

Chapter 6 discusses the scoundrel adventure or campaign, including how to challenge characters who live by their cleverness and daring. This chapter presents new organizations and contacts to help scoundrels participate in the campaign world, as well as new magical locations to test even the most daring or sneaky characters.

And, just as a little extra something for those of you who're now considering building a scoundrel-type character, I thought I'd just toss in a short sidebar you'll find at the end of Chapter One: Scoundrels of All Types.

Five Feats For Every Scoundrel

In addition to the specific feats in this chapter's scoundrel archetype descriptions, a few feats bear mention as good choices for all scoundrels. Regardless of your character's predilection, these feats should be on your short list of options.

Dash (Complete Warrior): Every scoundrel has, at one time or another, found himself 5 feet away from his ideal spot. This feat lets you turn those dreams of perfect position into reality.

Improved Initiative: Winning initiative is crucial, whether to neutralize an enemy before the fight begins or to flee safely from an unwanted battle. This feat can make the difference between a quick victory and an ugly defeat.

Force of Personality (Complete Adventurer): Ironically, scoundrels share a weakness against enemies that mess with their heads. If you're sick of your silver-tongued charmer being controlled by the DM, this feat (which lets you add your Charisma modifier instead of your Wisdom modifier to saves against mind-affecting spells and abilities) might be what you need. In the long run, it's a better option than Iron Will.

Open Minded (Complete Adventurer, Expanded Psionics Handbook): If you're trying to play a scoundrel with fewer than 5 or 6 skill points per level, this feat is incredibly useful. Even someone with plenty of skill points can see the value of 5 more.

Weapon Finesse: Scoundrels aren't the strongest characters around, but good Dexterity scores are pretty common. This feat is an efficient way to boost your melee accuracy.

January: D&D Dungeon Tiles III: Hidden Crypts

As the third offering in this phenomenally useful line of accessories, D&D Dungeon Tiles III: Hidden Crypts offers another pile of dungeon-building pieces Dungeon Masters can use to improve adventures, create memorable combat encounters, and maximize the use of their D&D Miniatures. Just like D&D Dungeon Tiles and Dungeon Tiles II: Arcane Corridors, this latest offering is a nonrandomized pack of sturdy, portable, and easy-to-use terrain that comes packaged as six sheets of durable, laminated, game board -- you just punch out all the pieces and start building dungeons (and in this case, you can start constructing crypts and other creepy locations as well).

Each double-sided piece features full-color artwork depicting an array of dungeon features and settings on at least one side -- many of the tiles feature a flipside that offers a plain, 1-inch grid that lets you build an endless variety of rooms and passages. Like its predecessors, additional packs of Dungeon Tiles III: Hidden Crypts (and future releases) will help you build bigger, more elaborate and detailed dungeons. Here's the text you'll find on the back of this shrinkwrapped bundle of modular adventure:

Build Your Own Crypts and Catacombs

Your tabletop never looked better! With Dungeons & Dragons Miniatures and this pack of customizable dungeon grids, you can add a new dimension to your D&D adventures. Easy to set up and infinitely expandable, this pack allows you to create the dungeons and adventures you want to play. Pick up additional packs to create larger, more elaborate dungeons!

This pack contains six durable, fully illustrated dungeon grids, featuring rooms, corridors, and passages of various sizes, plus doors, walls, and other terrain elements that you can use to make great D&D encounters that enhance your roleplaying game experience.

Dungeon Tiles III is the first in the series to offer pieces with a 45-degree angle on one side -- there are 2-inch by 2-inch pieces (like the one you see above) as well as 4-inch by 4-inch tiles. So, you can augment the corners of your rooms or create rooms that aren't simply constructed with all right angles. Other interesting additions to your dungeon-building toolkit are several tiles that feature niches (empty and filled), wooden flooring and stairwell tiles, a 5-foot-wide staircase, coffins, sarcophagi, and a large-sized double door.

February: Barrow of the Forgotten King

This is the first adventure in a three-part series of D&D adventures that you can drop easily into any existing campaign. Designed to challenge a party of 2nd-level characters, Barrow of the Forgotten King is a 64-page adventure thatfeatures a new combat encounter format that will make the DM's job easier. (I imagine this is similar to, if not the same as, the new format introduced in Scourge of the Howling Hordeand The Shattered Gates of Slaughtergarde. As you probably know by now, I don't want to spoil an adventure, so I won't give more details from the inside. But there's no harm in showing you the back cover text.

Who Disturbs the Slumber of the Forgotten King?

Wolves prowl the graveyard of sleepy Kingsholm, and death lurks behind shadowed tombstones. Something has disturbed the sleepers in the mausoleum, and brave adventurers are needed to explore the catacombs beneath the graves and discover what evil stirs in the darkling depths.

Barrow of the Forgotten King is a Dungeons & Dragons adventure designed for 2nd-level characters. It can be played as a stand-alone adventure or as the first adventure in a three-part series. Each encounter contains special tactical information for the Dungeon Master and expanded map features for ease of play.

February: Secrets of Sarlona

Much in the same way that Secrets of Xen'drikdelved into Eberron's Lost Continent, Secrets of Sarlona explores the homeland of the Inspired and the kalashtar. This 160-page hardcover supplement to the Eberron Campaign Settingoffers the first in-depth look at the empire of Riedra, the mysterious nation of Adar, and a number of never-before-seen locations. While DMs can find plenty of inspiration in those areas, players can find comfort in the number of new feats, prestige classes, spells, psionic powers, magic items, and other character options that will help ensure they survive their trip to the exotic land of Sarlona. And now, the back cover text.

Mystery and Madness Await

Join the struggle to save the cradle of humanity from monstrous and alien overlords. Venture to the frozen land of the shifters to make your fortune, or smuggle exotic goods and strange dissidents from a freewheeling southern port. Stand on the world's tallest mountain, or rove the vast wilderness that makes up the empire of Riedra. Seek venerated masters, and learn powers and abilities unheard of in Khorvaire. Come to Sarlona, ancient homeland of couatls and fiends, and explore a land of lost empires and esoteric arts.

Inside this book, you'll find everything you need to explore the enigmatic continent of Sarlona:

  • Comprehensive overview of Sarlona's nations, including their governments and relations, as well as locations, communities, organizations, and NPCs.
  • Detailed maps of the continent, nations, settlements, and adventure sites.
  • Practical information for creating characters from Sarlona.
  • Unique new feats, magic items, prestige classes, psionic powers, and spells.
  • Bizarre monsters and templates unique to Sarlona.

February: Dungeonscape

As the latest addition to the Environment series (following close on the heels of the urban offering Cityscape), Dungeonscape's 160 pages focus on the most iconic location in which characters find adventure: the dungeon. Players can equip themselves with new character options, while DMs can delve into material that helps them craft dungeons that will live on in tales told around the table. Take a look at the back cover text:

Welcome to the Dungeon

Since the dawn of the Dungeons & Dragons game, the dungeon has remained a place of mystery, excitement, and danger. Purple worms burrow through the earth, eager for their next meal. Savage orcs lurk within the darkness, ready to surge forth and lay waste to civilized lands. Strange cults, mutated monsters, and forgotten gods hide within the choking darkness of the dungeon's halls. Nowhere else offers greater prospects for wealth, magic, and power. Yet the horrors that lurk beneath the world never give up their treasures without a fight. . . .

This D&D supplement presents a refreshing new take on dungeon adventures. It shows Dungeon Masters how to inject excitement, innovation, and thrilling adventure into their dungeons. New rules for encounter traps allow DMs to build deadly snares to catch the unwary. For players, the journeyman class is a cunning wanderer, a jack-of-all-trades who can cope with anything the dungeon throws at him. New equipment, feats, and prestige classes give adventurers the tools they need to survive the dark beneath the earth.

March: Unhallowed Booster Packs

Let's get straight to the first of our Unhallowed previews. The first is for a creature folks have been hoping to see for some time. The second is for a creature no one -- no sane player, at least -- would ever hope to see.

Pseudodragon -- At long last, the much-anticipated, oft-clamored-for, desperately wanted by many a familiar-having spellcaster (like my semi-retired wizard) miniature, the Pseudodragon finally makes its (Uncommon) appearance. It took longer than anyone wanted for the sketches and sculpts to result in a mini that did this guy justice—there’s a lot of character packed into this particular critter, more than is easily contained on his Tiny base. Compare the mini to the illo on page 210 in your Monster Manual, and it seems as if someone managed to talk the pseudodragon into being good and sitting up straight, just long enough for the artist to capture his likeness. His purplish-red coloration is accented by black horns, spine ridges, and the stinger tip of his long, flexible tail (which wraps fully around his body 1 ¼ times.) A small array of sharp fangs jut up from his lower jaw. And his yellow eyes almost glow in contrast with the darker reddish scales. The pose, while seeming awfully calm for a pseudodragon (to me, anyway—my wizard’s familiar is a bit energetic) really conveys the pseudodragon’s dragony-ness and character—confidence and a sense of importance that far out measures his diminutive stature. Now, run out and take the Improved Familiar feat so you can use this guy.

Beholder Lich -- I remember being extremely excited to see the Beholder in the Deathknell expansion. And when I heard this thing was coming out, I couldn’t wait to get a look at it. When sculpts and master paints came in for Unhallowed, this was the mini I wanted to see. And now that a first-run production mini is in my hands, I can’t wait for the set to get here so I can get me some eye tyrants of the undead variety. Just at a glance, the (Rare) Beholder Lich makes me think of what the beholder mage featured on the Forgotten Realms Dungeon Master’s Screen (and, most recently statted up, in Lords of Madness: Book of Aberrations) would look like if it went out and got itself a phylactery. (Though, I have no idea what’s going on, rules/mechanics-wise.) Regardless, it’s an impressively undead-looking Large creature. The Beholder’s tough leathery brown hide has putrefied into a sick, grayish green. A black wash over the entire mini really calls out all the details, from wrinkles, warts, (cysts, maybe), and sloughing flesh to the rents, tears, and cuts that remain unhealed after all these years. Aside from clearly being unwell, the most noticeable thing about the Beholder Lich (in comparison to its living buddies) is that gaping hole where its central eye used to be. In the world of beholder mages, that means this tough guy poked out his own eye. In the world of the undead, it might’ve just been damaged or eaten by rats or something. No matter how the Beholder Lich lost that big, middle eye, the only thing more disturbing than one of those big orbs staring you down is the socket of where that peeper should be. Some of the Beholder Lich’s lesser eyeballs haven’t fared any better, as all that remains of one eyestalk is a bloody stump, and another one (the one dangling down its left cheek there) seems to be damaged to the point of inoperability. (Maybe the telekinesis eye is still working, and it can give the damaged stalk a lift.) Even one of the Beholder Lich’s “curb feeler”-like tentacles/protrusions has been sheared or worn off. The gaping maw of the Beholder Lich’s mouth is a blood-reddened orifice, lined with still-sharp, but darkening with well-aged teeth. So, the Beholder Lich doesn’t look like the picture of health, but it also doesn’t really look any less threatening either. (It’s kinda like a creepy shrunken head of a creature spawned by a cyclops and a medusa.)

Since we've just started showing off minis from the Unhallowed expansion, I know you've not gotten your fill just now. So, check out the D&D Minis page, to see Steve Schubert's Minis Previews articles. And, every month, Dragon magazine will have all sorts of other D&D minis previews and exclusive coverage.

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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