#229 Specialist Wizardry. May 1996. -Magic Miscibility-- So you've got all this magic. What can go wrong? -The Rhabdomancer-- It's finders keepers for mages who specialize in divining and dousing. -Illusions of Grandeur-- Hear Emil Duli Wonk tell you what you really need to know for your PC illusionists. -Curses-- When you want to do your very worst... -A Wizards' Three-- Three new mages: frost wizards, fiend slayers, and spiritualists. -The Dimensional Wizard-- A new kit for wizards specializing in dimensions and planar travel. -Survival of the Smartest-- Heed your instructor and keep those 1st-level mages alive. -Bazaar of the Bizarre: The Magic of India-- Magical items from the India of song and legend. -Rogue's Gallery: Tylk-- Meet Til-Kyrmeldur ap Puirdoch, Tylk to his friends. This half-elven druid/ranger believes in the goodness of all. -Campaign Classics: The Wu Jen-- The powerful mage from the Oriental Adventures gets a facelift for 2nd Edition. -Dungeon Mastery: "A" is for NPC-- Tips on making a Grade-A NPC. -Magic Doesn't Always Go "Boom"-- Not all magic has to be flashy. #228 The Campaign (and Humor!) April 1996. -Real Jungles-- Forget those Tarzan movies. Let us tell you about campaigning in the real jungle. -101 Uses for a Wet Blanket-- The humble woolen blanket can save your PC's life. You'll never look at bed linens the same way. -The Athalantan Campaign-- What were the Realms like when Elminster was young? Venture to the Kingdom of Athalantar to find out. -All in the Family-- Give your PCs more depth and your game more motivation by making family ties bind. -Greater Familiars of Faerūn-- Here's a solution for when your mage's animal companions become too familiar. -Venturing into the City-- Sooner or later, you have to deal with a city-based campaign. It's best to be ready. -Final Quest: They Deserved It-- Ten really embarassing ways to die. -The Dragon's Worstiary: Golems-- They're new... they're terrifying... they're chocolate, chia, and plush golems! -Rogue's Gallery: Gangsters of the Underdark-- Can adventurers survive against these members of the real underworld? Only Sir Elliot of Kness knows. -Dungeon Mastery: The DM's Quick Random Campaign Generator-- One d12 is all you need to create truly memorable campaigns. -What's So Funny?-- Can serious games be fun, too? #227 The Lure of the Underground. March 1996. -The Secrets of Successful Dungeon Building-- It's more than just drawing lines on a sheet of graph paper. How do you really design a dungeon that breathes? -Report from Undermountain-- In Waterdeep, there is a tavern that holds the entrance to one of the biggest, meanest dungeons ever made. Here's what's been happening lately. -Journeys to the Deepest Dungeons-- Okay, you want to explore the Underdark. To improve your player character's chances of survival, read this first. -They're in the Book-- How do you hide a clue in the library? Better yet, how do you find a clue in a library? -And the Rockets' Red Glare-- Firework magic adds a new aura of flash and dash to your mage's portfolio. -Dragon's Bestiary: Monsters of the Underdark-- Ten new terrifying creatures from the world without light, presented in MONSTROUS COMPENDIUM style. -Ecology of the Osquip-- Oh, rats! -Bazaar of the Bizarre: Dwarven Magical Items-- Why do we think only elves have the edge when it comes to producing magical items? -Down to Scale: Paint Like a Pro-- Some simple tricks that can make your miniatures really come to life. #226 Mastering the Dungeon. February 1996. -The Magic Goes Away-- What's the secret to game balance? Could it be limiting the number and power of users of magic? -Rome May Not Have Been Built In a Day, But... -- Your campaign world can be. This simple step-by-step walkthrough shows how to make one in just a few hours. -Off-the-Cuff NPCs-- The key to an enjoyable gaming experience is memorable NPCs, and now you can create a few in no more time than it takes to read this blurb. -Improve with Improv-- Improvisational skills are not just for musicians. Good DMs need to be able to make rulings and come up with game elements on the fly. -Dot to Dot-- They may all look alike on the map, but not all cities are identical. Don't make all your towns clones of each other. -Powers From the Past-- Sometimes it's the things people do that make their objects magical. -Arcane Lore: Monsoons and the Power of Om-- These powerful new wizard and priest spells come from the Indian subcontinent. -Game Wizards: The Ultimate Dungeon Master's Aid-- At long last! The AD&D game core reference books (and more!) are on CD-ROM. -Bazaar of the Bizarre: Magical Scabbards and Sheaths-- Sometimes, it's not the sword that's magical... -Rogue's Gallery: Theahtyn-- Meet Theahtyn, a powerful dwarven fighter. Just when his life was calming down, tragedy struck. Now he is coming out of retirement, and he has a mission. -Campaign Classics: The Magical Sands of Zakhara-- When your world is surrounded by sand, that becomes the tool you use. These wondrous sands were once the exclusive possession of sha'irs. -Miniature Player Character Record Sheets-- Special for this issue, keep track of characters without the binders. #225 Building a Better PC! January 1996. -Skills & Powers in Eight Easy Steps-- Following this simple step-by-step how-to, you can design unique player characters using the new PLAYER'S OPTION: Skills & Powers book. -Secret Origins and Motivations of Player Characters-- A little skeleton in the closet never hurt anyone. Sometimes it gives a whole new spin to the way your PC views the world, and the way the world views your PC. -Caste of Characters-- The Indian subcontinent comes alive with new PC and NPC kits; from paladin-like Kshatrias to ascetic Yogis, it's all here. -I'm Okay, You're One-Dimensional-- Having trouble coming up with a clear personality for your PCs? Look no farther than the nearest TV screen. -Back in the Saddle (Again)-- Why is mining a Wisdom-based skill? Time for a fresh look at how we handle nonweapon proficiencies. -Campaign Classics: Three Greyhawk Grimoires-- Learn about the spellbooks of the most feared mages of Oerth: Vecna, Iggwilv, and Acererak. -Rogue's Gallery: D'Naleri-- Meet D'Naleri, a 9th-level elven fighter/mage. Behave well; for even though he is in self-imposed exile, the blood of elven kings flows in his veins. -Dungeon Mastery: What to do When Your Party Wants to Split Up-- Next time your players want to go off in different directions, try this little trick to keep things interesting. -DRAGON DICE Tournament Rules-- Here they are: the official Floor Rules for DRAGON DICE tournaments. Complete with record sheets! -The Changing Faces of DRAGON Magazine-- A retrospective of the past designs of DRAGON Magazine. #224 Fantastic Architecture. December 1995. -The Castle Designer's Guide to Coping with Magic and the Supernatural-- Medieval architects never had to worry about attackers riding dragons, or with wands of fireballs. How can a fantasy castle designer cope? -Elven Cities & Settlements-- This random generator provides a quick solution to designing customized elven cities. -Sleep of Ages-- Explore dwarven tombs built by master architects, and learn the secrets of their master traps. -A Thousand and One Words-- Don't just say "I hit the orc"... it's dull. Being colorful in your descriptions can add a whole new dimension to your game. -Bazaar of the Bizarre: Natural Endowments-- Magical items for the more nature-oriented or primitive sets. -The History of the Rod of Seven Parts-- Here's the inside story of the AD&D game's best-known artifact, from the man who may- or may not- have created it in the first place. -The Chronology of Krynn-- Ever wonder about which of those DRAGONLANCE stories came first, and what happened when? -The Ecology of the Lammasu-- These lion-men, powerful protectors of law and good, stand watch over those who need protecting. #223 Beasts Fell and Terrible. November 1995. -The Lords of the Nine-- The Lords of the Nine Layers of Baator have been revealed at last. Do you dare read about them? -Primal Rage-- Straight to your campaign from the hottest video game of our time come three new demi-gods. -The Right Monster for the Right Adventure-- Picking your scenario appropriately will make the many horrors of the Cthulhu Mythos that much more terrifying. -Dragon's Bestiary: Four Guardian Gargoyles-- If you think you know all about gargoyles - think again. -DRAGON DICE Magical Effect Cards-- A gaming accessory to make your DRAGON DICE warfare easier. -Bazaar of the Bizarre: Nine Rings to Rule Them All-- Nine new rings for attack, defense, and esoteric pursuits. -Ecology of the Chitine-- A drow scout reports her observations of a tribe of Chitine. -Interview: Margaret Weis and Tracy Hickman-- The authors of the newest DRAGONLANCE novel, Dragons of Summer Flame, discuss Krynn, writing , and the dawning Fifth Age. #222 The Many Forms of Horror. October 1995. -The Death Knight-- To keep your campaign lively, sometimes you need a little extra-powerful un-life. -The Necrology of the Penanggalon-- Some forms of undead are so terrifying and fell that even mighty paladins can fall prey to their powers. -Roaming the Realms: The Green Elves of Faerūn-- Don't travel in Faerūn without reading this ranger's report on some of the notable and more infamous tribes of elves dwelling in the realms. -Interview: Steven Brust-- Sit back for an illuminating chat with the man who gave us Vlad Taltos. -It's All in the Details-- Illusions are potentially more deadly than you think. -Adding Substance to Psionic Combat-- It's mental combat, so try using imagination in its execution. -Running Scared... and Really Fast!-- Scare your superheroes right out of their tights. -Who Needs Hit Points When You Have Credit?-- Eight ways to give 0-level bad guys an edge over powerful PCs. -Secrets of the Sunless Seas-- In the depths of the Underdark, the powerful aboleths use glyph magic. -A Slither in the Dark-- A retired officer of the British Raj reflects on his encounter with a fierce creature of the Mythos. #221 Uncovering the Arcane Arts. September 1995. -In Dreams-- Venture beyond the walls of sleep, into the land of the dream wizards. -Magic of Kings, Magic of the Land-- Potent magic comes from a mage-king's connection to the land he rules. -The Little Wish-- Is the cantrip magical garbage or an overlooked treasure? Uses for the apprentice's favorite (and only) spell. -Ley of the Land-- To master the greatest magic, a wizard regent needs conduits of magical power. -Arcane Lore: Zala's Book of Barriers-- Away with ye! Making abjuration fun. -Eight Ways to Tame the Dark Overlord-- Helping PCs survive and flourish against archvillains. -Dragon's Bestiary: Lords of Chaos-- The frog-men are coming! The frog-men are coming! -Bazaar of the Bizarre: Magical Items for Familiars-- Helpful features for helpful creatures. -Ecology of the Crystal Spider-- A web of sunlight, a shell of steel, and a mind the size of a walnut. -101 Uses for a Portable Hole-- Would you believe that six canoes fit in one of these babies? #220 Plotting and Scheming. August 1995. -Stratagems and Dirty Tricks-- Learn from the masters of deception: advice for Dms and players. -The Politics of Empire-- Put not your faith in the princes of this world - achieve victory in the BIRTHRIGHT campaign through superior scheming. -Hired Killerz-- Meet Vlad Taltos, and see how assassins can play a crucial role in any RPG. -The College of Apportation-- Sometimes a teleport is just a teleport, but sometimes... -Dice Advice-- The Diceman Cometh: how to play the DRAGON DICE game. -The Thought Police-- No more whimpy watch! Giving the city guard psionic powers. -Arcane Lore: Sea Magic-- Sail away with maritime magic. -Bazaar of the Bizarre: Elven Magic-- We know they make great cloaks and boots: what other magical tricks do elven wizards have up their sleeves? -Dangerous Ground-- Fights are more fun when your character is twelve stories up.