September 25th News

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Wandering Monsters
The Bigger They Come...

By James Wyatt

Ogres, trolls, minotaurs . . . well, let’s go bigger, shall we? Giants have been a fixture in D&D since the G series of modules back in 1978: Steading of the Hill Giant Chief (G1),Glacial Rift of the Frost Giant Jarl (G2), and Hall of the Fire Giant King (G3). Each adventure featured one of the races of evil giants, mostly omitting the giants that are at least sometimes not evil: stone, cloud, and storm. So six types of giant are firmly established in D&D lore. Lots of others have cropped up from time to time (mountain giants, fog giants, jungle giants, reef giants, and so on), but for this column we’ll focus on the classics.

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Ed Greenwood Presents Elminster's Forgotten Realms 
Excerpts: Laws and Orders

By D&D Team


In today's look inside Ed Greenwood Presents: Elminster's Forgotten Realms, we continue with Chapter 2: Laws and Orders. "There is a justice system with codes of laws that define it, built with the intent to achieve justice—and it is what has made the busy mercantile successes of Faerûn possible."

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D&D Insider ArticleDragon 415
Channel Divinity: Zehir
By Tim Eagon

In public, it is easy to repudiate Zehir’s murderous creed. Alone in the shadows, however, normally goodhearted people sometimes whisper desperate prayers to the god of darkness. As the lord of assassins, Zehir showers his blessings on those who kill; he does not care about a murderer’s motives or dwell on whether a victim’s fate is deserved. Some murmur that killers do not have to beg Zehir for his aid if they want him to take notice, because he knows when thoughts of murder creep into a person’s mind.

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