Dragon Magazine #180-189
#189 Fantasy From the Rest of the World. January 1993.
-The Dark Continent-- Want a brand new land to challenge any adventurer? Here's Africa with a wild twist.
-Arms & Armor of Africa-- You'd better know your knobkerrie from your isiHlangu.
-The Other Orientals-- Can't wait for Oriental Adventures to hit the AD&D 2nd Edition game? Here it is!
-Rhino's Arm, Tiger's Claws-- From "four mirror" armor to the talwar: what the well-equipped warrior uses in India.
-The Known World Grimoire-- A new column on the AD&D game starts with some notes on fantasy economics.
-Bazaar of the Bizarre: Something Magical for the Complete Savage-- Barbarians have magic you wouldn't believe - or care to have used against you.
-Completing the Complete Bard-- Bards with lots of class and with no class at all: two new bard kits for the AD&D 2nd Edition game.
#188 Good Advice For Heroes: Watch It! December 1992.
-That's "Role," Not "Roll"!-- Thoughts on how the game master can help the players.
-Be Nice to Your Referee--There's more to being a good gamer than rolling dice and painting miniatures.
-Roles For Role-Players-- New ways to help your game master and keep the excitement high.
-The Wizards Three-- A pleasant meeting between three worlds' most powerful spell-casters.
-Bazaar of the Bizarre: Swords Aplenty!-- Ten swords now lost (and up for grabs) in the FORGOTTEN REALMS setting.
-Novel Ideas-- R.A. Salvatore reveals how a hero and his "legacy" were almost never born.
-The MARVEL-Phile-- Not your normal undercover types: SHIELD's Super-Agents!
-Mind Over Matter-- Which AD&D game character class is best? The psionicist, says this writer.
#187 Across the Beautiful, Savage Countryside. November 1992.
-The Wild, Wild Wilderness-- Rhinos, rattlesnakes, and realistic tactics of the animal world.
-Deadlier Dinosaurs-- What's Dilophosaurus got that Tyrannosaurus doesn't? You don't want to find out in person!
-Bazaar of the Bizarre: Magic of the Wilderness-- Druids need a boost - and here are the magical devices to do it.
-The Ecology of the Dakon-- The "shabby apes" of the FIEND FOLIO tome get a facelift for the AD&D 2nd Edition game.
-Arcane Lore: Elementalists-- Earth, air, fire, and water - an elementalist's playground for new spells.
-The Lonely Harpist and the Lady Rogue-- Two half-elves to watch out for in the FORGOTTEN REALMS campaign.
-The MARVEL-Phile-- Some spider-foes are very unpleasant indeed: Marvel's Deathweb takes a bow.
-The Dragon's Bestiary-- This month: the aptly named kruel and the laziest (and most successful) feline carnivore.
-Troubleshooting Your Games-- How can you make your game fun when the players are fighting amongst themselves? Some tips for all game masters.
#186 Halloween Greetings, Fresh From the Grave. October 1992.
-50 Castle Hauntings-- You don't want a mere ghost to scare the heroes. You want a ghost they'll remember forever.
-Mission: Impossibly Dangerous!-- How to darken the future (and the characters' lives) in GDW's DARK CONSPIRACY game.
-The Dragon's Bestiary: Unique Undead-- Three new undead: one good, one evil, and one that's rather shocking.
-Welcome to the Neighborhood!-- How's the night life in the necropolis? Make cities sparkle in AD&D campaigns.
-Novel Ideas-- A new world opens in TSR's book lines - for the D&D game!
-Give Your Villains a Fighting Chance-- Whatever tricks the players use work just as well for the evil wizards.
-The MARVEL-Phile-- The Thing That Shouldn't Exist meets The Monster From Planet X.
#185 At War For a World's Survival: Athas. September 1992.
-The Arena Master's Arsenal-- Ten of the deadliest weapons any fighter can hold.
-Mastered, Yet Untamed-- Athas has no horses, but it does have driks, jalath'gak, and undead watroaches.
-Twenty Tricks for Castle Defense-- Goblins knocking at your gates? Here's some advice for all castle owners.
-Magic in the Evening-- The two most famous wizards of the FORGOTTEN REALMS and GREYHAWK campaigns meet at last!
-The MARVEL-Phile-- Operation: Galactic Storm is over, but memories of its heroes live on.
#184 Nonplayer Characters Have Fun, Too. August 1992.
-Courts & Courtiers-- A player has one character, but a game master has a thousand.
-Really Good Bad Guys-- There's everyday scum, and then there's scum with imagination.
-The 7-Sentence NPC-- Turn your nonplayer characters into people in just seven simple lines.
-"You Again!"-- The worst enemies are those who never forget (and never stay dead).
-The Referee's Code of Honor-- Six things you can do to run a better AD&D game.
-Novel Ideas-- Author Troy Denning sheds light on his DARK SUN novels.
-Magic With an Evil Bite-- The vilest race in the SPELLJAMMER universe just got worse.
-Audible Glamour - Not Clamour-- Words are a game master's most powerful tools.
#183 Magic Plus Science Equals Wonder. July 1992.
-Magic & Technology Meet at Last!-- Welcome the fourth-edition GAMMA WORLD game - to your AD&D campaign.
-Advice to a High Lord-- The intricate ins and outs of West End Game's TORG system.
-"Avast, ye swabs, and heave to!"-- It's a pirates life in the SPELLJAMMER campaign!
-Unidentified Gaming Objects-- A gamer's view of UFO theories (with a saucer-full of gaming hooks).
-The Vikings' Dragons-- The rest of the linnorms, for better or Norse.
-The MARVEL-Phile-- Double trouble for the foes of Excalibur: Cerise and Kylun.
#182 Dragons: Born of Imagination. June 1992.
-Not Cheaper by the Dozen-- Twelve of the DRAGONLANCE saga's most egg-citing creations.
-The Vikings' Dragons-- Linnorms: the first of a two-part series on the Norse dragons.
-The Dragon's Bestiary: Dragon-Kin-- Two other unhealthy branches of the dragon family tree.
-Novel Ideas-- Two new horrific novels, spawned in the mists of Ravenloft.
-The Wild, Wild World of Dice-- Okay, so how many six-sided dice do you own?
-Kings of the Caravans-- A land like the FORGOTTEN REALMS requires tought merchants.
-Dragonslayers on the Screen-- Some handy guidelines for letting your computer be your DM.
-"Ready! Aim! Fire!"-- What's so good about a crossbow? An on-target article for all fighters.
-Psionics - In Living Color-- Add new richness to your AD&D game with these DM tips.
-The MARVEL-Phile-- What little surprises might Dr. Doom have in store for you?
#181 Every Great Wizard Starts With a Dream. May 1992.
-Sorcery & Strategy-- When it comes to warfare, don't get caught with your cloak of protection down.
-Pages From the Mages-- Why don't you want to be hit by a blackstaff spell, and more.
-That's Certainly Un-Familiar!-- Turn your black cat familiar into more than a liability.
-Bazaar of the Bizarre: Oriental Items-- Two mystical new items from the Orient: dragon bones and a sword of storms.
-More Magic for Beginners-- You need magical items that won't unbalance your campaign? Look no further.
-Homebody Heroes-- If you don't go adventuring , what good are you?
-A Very Special Agent-- A TOP SECRET/S.I. game agent needs every advantage he can get.
-The MARVEL-Phile-- News you can use from the MARVEL UNIVERSE.
#180 Bringing a Little Chaos Into Your Life. April 1992.
-Suspend Your Disbelief-- Maybe it's fantasy, but your campaign must still make sense!
-Not Another Magical Sword!?!-- Why own just any other magical sword when you can own a legend?
-Your Basic Barbarian-- So your fighter has a 6 Intelligence. Make the most of it.
-Hot Night in the Old Town-- If your cleric thinks his home life is dull, wait till the DM sees this!
-Your Own Treasure Hunt-- When funds run low in your gaming club, it's time for a fund-raising adventure.
-Novel Ideas-- Two new trilogies are launched from the two popular settings.
-The Dragon's Bestiary: Peculiar Beasts-- A goat that knocks down walls, and a lizard that knocks down everything.
-Wear Your Best Suit!-- The best defense is a battlesuit in the MARVEL SUPER HEROES game.
-The Wanderers-- Wouldn't it be nice to have logical random-roll encounter tables?
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