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ISSUE 428 | OCTOBER 2013
A Dungeons & D ragons
®
Roleplay ing Ga me Supplement
CONTENTS
3
23
SCARY STUFF
By Steve Winter
Getting scared is a kick, even when it’s all
for pretend.
CHA NNEL DIVINIT Y:
A MON THE WOLF
By Tim Eagon
Amon the Wolf terrorizes Avernus and other
planes in his quest for vengeance against the
enemies of his lord, Levistus.
4
BACKDROP: WESTGATE
By Erik Scott de Bie
The city of Westgate is brimming with
opportunity—for those who can handle
the risk.
28
BA ZA AR OF THE BIZARRE:
TREASURES FROM
THE FAR REALM
By Eytan Bernstein
A magic item crafted in the Far Realm may
be useful in mortal hands, but never let one
fool you into thinking it’s your friend.
13
COURT OF STARS:
THE WILD HUNT
By Aaron Infante-Levy
The Horned Lord was adopted into the
Green Court, but he was destined to fall
from favor.
32
RUMOR HAS IT
By Skip Williams
You’ll never be at a loss for local events and
rumors if you keep this list nearby.
17
FRIGHT NIGHT
By Steve Winter
So what if heroic characters have icewater
in their veins? Your goal is to spook
players.
38
THE SPEAKING SKULL OF
THEMTR AVER HALL
By Ed Greenwood
In the gloomy, rotten-floored Themtraver
Hall dwells the Speaking Skull.
ON THE COVER:
Eric Belisle offers a scene of East meeting West in the city of Westgate, where the two don’t always get along.
TM
EDITOR I A L
428
D R AG O N
O c t o b e r 2 013
Senior Producer
Producers
Managing Editor
Development and Editing Lead
Developer
Senior Creative Director
Art Director
Publishing Production Specialist
Digital Studio Consultant
Contributing Authors
Christopher Perkins
Greg Bilsland, Steve Winter
Miranda Horner
Jeremy Crawford
Chris Sims
Jon Schindehette
Kate Irwin
Jessica Dubey
Josh Dillard
Eytan Bernstein, Erik Scott de
Bie, Tim Eagon, Ed Greenwood,
Aaron Infante-Levy, Skip
Williams, Steve Winter
Michele Carter, Michael G. Ryan,
Ray Vallese, Penny Williams
Eric Belisle, Wayne England,
Jim Nelson, Vincent Proce, Beth
Trott, Kieran Yanner
Scary Stuff
By Steve Winter
We make up horrors to help us cope with the real ones.
—Stephen King
This month’s theme is, unsurprisingly, scary stuff.
That puts us in line with hundreds of other October
magazines doing Halloween-themed issues. Here you
won’t find recipes for pumpkin cookies, instructions
for carving an award-winning jack-o-lantern, patterns
for sewing your own Dracula cape, or a list of the top
25 horror movies suitable for family viewing.
At first glance, D&D appears as if it should be a
good fit with horror. Just look at what you start with.
Bloodthirsty monsters: check. Walking dead: check.
Insane, otherworldly villains: check. Remote, creepy
locations: check. Mind-bending events: check.
But D&D is hampered by one ingredient that
works against horror: heroism. While it’s OK for
heroes to get scared like everyone else, their schtick is
that they keep on fighting the good fight and endur-
ing through hardship and horror until victory is
won. As the heroes of our tabletop adventures, our
sights are set on those victories. It’s hard to establish
a frightening mood when everyone believes in their
heart that it will all turn out well in the end.
Horror is always a hybrid, a dark lens through
which any genre X can be viewed to get X/horror:
mystery/horror, science fiction/horror, fantasy/
horror, romance/horror, western/horror, historical/
horror. Oddly, sports/horror seems to be underrep-
resented (not counting titles like “Cheerleader Camp
Massacre”). I’d pay to see “The Unnatural” or “The
Longest Graveyard.” Maybe a bigger sports fan than I
can name more titles.
What sets horror tales apart from nonhorror in
the same settings are the villains. They aren’t always
ghosts or werewolves, but they should surprise us and
challenge our notion of what’s “natural.” Cujo is just
a normal dog until he’s supercharged by rabies. Then
he moves beyond our everyday experience of the
family pet and takes on aspects of the supernatural.
D&D throws an endless chain of surprising con-
tent at players. You have your garden variety cave
bears and dire wolves, your insects as big as wagons
and birds as big as ships, your dragons that breathe
fire and wizards that throw magic fire—and we
accept all of that as our characters’ day-to-day nor-
mality until we’re no longer surprised by anything.
That’s why volumes of new monsters are always
popular sellers. DMs are ever on the hunt for the foe
that can make players sit up and go “whaaaat’s that?”
The new and surprising doesn’t need to be hor-
rific, of course. Fairy tales are filled with whimsical,
comical creatures that could never exist in a rational
universe, yet they don’t frighten us. Our brains are
reasonably well wired for distinguishing real threats
from the pretend kind.
And that, I think, is why so many of us enjoy a
scary story. While our adrenal glands and stomachs
are screaming “this is frightening,” our subconscious
minds are quietly reminding the rest of the body,
“relax, it’s OK, it’s just a story, we’re fine,” and calmly
setting out neurological milk and cookies to make us
feel better when it’s all over.
It’s good to have a brain like that. It’s also good to
have friends who’ll help you take those occasional
jumps into fear and emerge safe and sound a few
hours later with your limbs and sanity intact.
Contributing Editors
Contributing Artists
Dungeons & Dragons, Wizards of the Coast, D&D Insider, their
respective logos, D&D,
Dungeon,
and
Dragon
are trademarks of
Wizards of the Coast LLC in the USA and other countries. ©2013
Wizards of the Coast LLC.
This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written
permission of Wizards of the Coast LLC. This product is a work of
fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental.
Backdrop:
By Erik Scott de Bie
Westgate
Illustration by Eric Belisle
“Coin can buy almost anything in Westgate, and what coin
can’t afford, blood certainly can.”
—Ilira “Fox-at-Twilight” Nathalan,
The Year of the Awakened Sleepers, 1484 DR
Known as the Gateway to the West, this seedy port
metropolis was born in piracy and greed, built on the
backs of slaves, and sealed with blood. Westgate is the
most powerful city on the Inner Sea, and it thrives on
trade and skullduggery.
Westgate is a city of dangerous opportunity.
Anyone can make it big with enough gold, regardless
of how it was obtained. The gold of half-orcs, drow,
known criminals, and vicious warlords spends just as
well as that of anyone else, and one’s history poses no
impediment to advancement. The two main hurdles
folk face in the city are their own scruples and the
host of others who have none. Fall, and a dozen rivals
will scramble over you—and probably kick and stab
you on the way.
A C
ity
of
S
eCretS
Westgate arose from the jagged Dragon Coast on the
south edge of the Sea of Fallen Stars many centuries
ago under the cruel eye of a powerful dragon. Saldri-
nar of the Seven Spells overthrew the monster and
named himself king some 1,700 years ago. Ruled
since by a succession of tyrants, pirate kings, and
TM & © 2013 Wizards of the Coast LLC. All rights reserved.
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Westgate
even monsters like vampires and lamias, the city ulti-
mately did away with its monarchy over two hundred
years ago. Since then, the council of ruling lords has
ruled the independent port city, free of foreign influ-
ence, where coin is king.
Despite the lawlessness, theft, murder, and other
crimes are just as illegal in Westgate as they would
be anywhere else. Unless an offense is committed
against a merchant lord, criminals can usually get off
with a fine: the more of the “fine” that is paid directly
to the arresting officers and the judge, the lower
the official fine will be. Rich merchants have been
known to use the city watch against business rivals
and other annoyances such as pesky adventurers who
nose around where they’re not wanted.
The leadership of the city watch and the seat as
chief judge are combined into a single powerful office
called the Just Captain. Currently that title is held by
Torpin Urdo, the third son of his house (and he is glad
to be far removed from the line of succession, with its
inherent dangers). Torpin is a rarity in Westage; he is
a (mostly) honest man, which chiefly means he costs
more to bribe than most other officials.
Westgate has no standing army out of fear that it
might endanger commercial liberties. The council
prefers instead to hire mercenaries or pirates in times
of war. Several thousand mercenaries live in the city
year-round, always hungry for jobs to tide them over
until the next armed conflict.
A C
ity of
S
CoundrelS
Power in Westgate shifts daily or even hourly
between grasping merchants and vile cults. Here,
greed is good, and ruthlessness is even better. Every-
one who holds a position of power in Westgate is
connected, directly or indirectly, to the city’s criminal
enterprises. Given the level of corruption in Westgate,
no one without such connections could ever rise to
prominence. The corruption rises up from the bottom
and sinks down from the top to meet in the middle
and infect every level of society.
Daily Life in Westgate
Merchants of Westgate can and do make underhanded
deals and take as much advantage of their clients and
supposed partners as possible. It is considered a mark
of pride to get away with a good deal, especially if the
other party loses more than they gain. Unscrupulous
business practices are barely illegal, and suspicious
watchmen can always be bribed or done away with.
Second to gold, violence is the city’s other cur-
rency. Bodies wash up out of the bay or are dumped
in the street every morning, and some of the streets
have acquired a perpetual red stain from spilled
blood. Wealth matters only as much as the strength
one can employ to gain it and keep it.
The Ruling Council
Power in Westgate ostensibly rests in the hands of an
appointed council of the most powerful merchants
in the city, themselves chosen by a Croamarkh (first
lord) elected by the people every four years. As one
might imagine, elections are not particularly free and
balanced, so the word of the merchant lords is key in
anointing a Croamarkh.
The Croamarkh is the speaker for the council,
the de facto general of any mercenary army hired by
the lords, and the final arbiter of political and legal
decisions. He or she can be overruled by the council,
though this rarely happens: the Croamarkh, like the
other merchant lords, acts primarily to enrich the
council. Some Croamarkhs have been lords of the
people, well loved and respected by the populace,
while others (such as the current Lord Jaundamicar
Bleth) rule through fear and violence.
The council has proven a surprisingly stable
body of government, despite occasional tumults.
After the Dhostar debacle over a century ago, when
a croamarkh’s son tried to take over Westgate, the
weakened council craved new leadership and offered
seats at the ruling table to the recently arrived Bleth
and Cormaeril families, both of which were exiled
Law and Order
Westgate is a free city, stubborn in its resistance to
foreign interests, but the Ruling Council keeps a tight
hold on its people.
For decades, Westgate was effectively run and
policed by the notorious Night Masks gang. Eventually
the Masks’ power was broken by an alliance of mer-
chants, adventurers, and rival gangs that scooped up the
fragments of power scattered by the Night Masks’ fall.
Westgate now employs a city watch about 2,000
strong. Its primary duties are suppressing uprisings
and stopping riots. Troopers of the watch are outfitted
with leather armor, blades, and nets to capture trouble-
makers. As with most things in Westgate, the amount
of trouble someone can expect from the city watch
depends more on the weight of their purse than on their
adherence to the law. Most watch officers and munici-
pal officials are corrupt to one degree or another.
USING WESTGATE
Westgate lends itself to dark, morally ambiguous
fantasy stories like those of Fafhrd and the Gray
Mouser or
Thieves’ World.
You can draw inspi-
ration from films like
The Godfather
and from
television shows like
The Sopranos
and
The Shield.
Though Westgate exists officially in the
Forgotten Realms, the city fits any fantasy set-
ting that highlights urban intrigue and moral
ambiguity.
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