Dragon Magazine Table of Contents
  • #124

    1. Sailors on the Sea of Air ~ Ed Greenwood
      The flying ships of the Forgotten Realms.
    2. On a Wing and a Prayer ~ L. Gregory Smith
      The art and science -- and joy -- of gliders.
    3. Flying the Friendly(?) Skies ~ Thomas M. Kane
      The sky is the only limit with aerial adventures in the AD&D game.
    4. The Wings of Eagles ~ J.F. Keeping
      Aarakocra as player characters in AD&D game campaigns.
    5. Kocraa -- God of the Aarakocra ~ Christopher Jones
      A brief word about the lord of the bird-folk.
    6. Kicks and Sticks ~ Joseph R. Ravitts
      Filipino martial arts at its best: escrima.
    7. New Front-End Alignments ~ Rich Stump
      If you've ever gamed with a Neutral Montyhaul, you'll love this article.
    8. Arcane Lore ~ Rich Balwin
      The secret spells of Odeen the Arch-Mage.
    9. Packing It All Away ~ Ian Chapman
      Backpacks: Don't leave for the wilderness without one.
    10. The Ecology of the Gelatinous Cube ~ Ed Greenwood
      A lecture on the athcoid and the nature of old feuds.
    11. Blasters & Blunderbusses ~ Peter R. Jahn
      How can you control a player with a howitzer?
    12. A Shot in the Arm ~ Jason Pamental and David Packard
      Making combat a little livelier in STAR FRONTIERS® games.
    13. The Most Secret of Secrets ~ Thomas M. Kane
      A few real-world projects for TOP SECRET® and TOP SECRET/S.I.TM games.
    14. The Marvel®-Phile ~ Jeff Grubb
      Meet the newest Hulk® of all -- and his most determined foes.

  • #126

    1. Hearts of Darkness ~ Tom Moldvay
      Vampires are everywhere -- you can Count on it.
    2. Dead on Target ~ David Howery
      You'll need more than a silver dagger against the enemies of the living.
    3. A Touch of Evil ~ Vince Garcia
      31-derful flavors of terror from beyond the grave.
    4. The Ecology of the Shade ~ Dan Salas
      Life without death, death without life, forever.
    5. Well Bottled at Slab's ~ John Gregory Betancourt
      Our second visit to a remarkably... spirited tavern.
    6. Bazaar of the Bizarre ~ Gregory W. Detwiler
      A strange and wonderful assortment of Oriental Adventures treasures.
    7. A Ghastly Grimoire ~ Dean Shomshak
      Walking statues, earthquakes, the Yellow Sign, and the CALL OF CTHULU® game.
    8. The Dragon's Bestiary ~ John M. Maxstadt
      It's mutant round-up time in the lands of the GAMMA WORLD® game.
    9. There Are Ways of Making You Talk... ~ Kevin Marzahl
      The TOP SECRET® game's contact system: Reach out and interrogate someone.
    10. The Marvel®-Phile ~ Jeff Grubb
      Drac is back! The unliving world of Marvel Universe® vampires.
    11. A Marvel® Monster-Phile ~ Douglas Lent
      Three old friends from the Halloween crew come to visit.

  • #134

    1. The Dragon's Bestiary ~ The Readers
      Seven dragons, from the deepest seas to astral space.
    2. Give Dragons a Fighting Chance ~ Ed Friedlander
      Creative ways to put fear back into the cry, "Dragon!"
    3. Serpents & Sorcery ~ Vince Garcia
      The intelligent dragon's guide to spell-casting.
    4. Lords & Legends ~ William Simpson
      Dragotha: A dragon that become far more dangerous after it died.
    5. The Ecology of the Red Dragon ~ Gregg Sharp
      Red dragons have no ecologies: They ravage them.
    6. Bazaar of the Bizarre ~ E. Paul Tobin
      Magical paddleboards and other perverse items for jester NPCs.
    7. For Your Orcs Only ~ Bruce A. Heard
      A quick round of hack-n-slash with the ORCWARS! game rules.
    8. Eyes of Redemption ~ James Brunet
      How do you atone for the slaying of a dragon?
    9. Arcane Lore ~ D.J. Fjellhaugen
      Clerical spells that heal even when the cleric is gone.
    10. Sighting In ~ Dennis McLaughlin
      The tools of the ultimate hunter: sniper rifles for agent-assassins.
    11. Catching Some Rays ~ Danial Salas
      Mutants are bad enough, but gamma radiation is forever.
    12. The Ultimate Addenda's Addenda ~ David Edward Martin
      Take a deep (super) breath: Here are more MARVEL SUPER HEROES® game powers!

  • #138

    1. The Black Book and the Hunters ~ Craig Schaefer
      Those who annoy the Old Ones should keep a careful watch behind them.
    2. The Ungrateful Dead ~ Tom Moldvay
      Beautiful ghouls and titanic zombies: new undead for your AD&D® games.
    3. Methods to Your Madness ~ Ed Friedlander
      A new insanity system that lets a little lunacy go a long way.
    4. The End of the World ~ Eileen Lucas
      Got an ailing fantasy campaign? Cure it -- with the Black Death.
    5. Putting Fire Into Firepower ~ Martin Landauer
      Lasers in TOP SECRET® games; or, "What's this red button do?"
    6. Between Thunder and Lightning ~ Nancy Varian Berberick
      War's purpose is to take life; to renew it is another kind of struggle.

  • #139

    1. Lords & Legends ~ The Readers
      Choice, fate, struggle, and luck: how four wizards achieved greatness.
    2. Where Wizards Meet ~ John C. Bunnell
      A guild of wizards can govern nations -- or destroy them.
    3. Bazaar of the Bizarre ~ Scott Waterhouse
      Two powerful tomes that even Arch-Mages covet.
    4. A Gamer's Guide to DCTM HEROES ~ Jack A. Barker
      Need the stats for Krypto the SuperdogTM? He (and others) are in this index!
    5. Speaking With the Spirits ~ William A Barton
      A seance is not a party game when Great Cthulhu is involved.
    6. "Oh, look -- a harmless statue!" -- Rone Barton
      Golems made more dangerous, in thirty dirty ways.
    7. The Visitor ~ Llynne More
      Even the mightiest of sorcerers has a secret terror.
    8. The New, Improved Druid ~ Richard Hernandez
      For the woodland sect: familiars, new spells, and ... poisons?
    9. Hand-to-Hand -- Against the Rules ~ Vince Garcia
      Should a wu jen know kung fu? Martial arts in Oriental Adventures.
    10. "Jetboots, don't fail me now!" ~ Chares A. Vanelli
      No one outruns a laster -- but fast feet help in the STAR FRONTIERS® game.
    11. The Dragon's Bestiary ~ Ed Greenwood
      Lock lurkers, metalmasters, and other FORGOTTEN REALMSTM setting fauna.
    12. The Ecology of the Spectator ~ Dougal Demokopoliss
      Always faithful, ever vigilant, and dangerous to disturb.
    13. When the Tanks Roll ~ Ed Sollers
      Rescuing nations from the Web: coups in the TOP SECRET/S.I.TM game.

  • #140

    1. The Savant ~ Vince Garcia
      His weapon of choice is the wisdom of the ages.
    2. So Many Gods, So Little Time ~ Andrew C. Gronosky
      Mix-and-match gods do not a pantheon make.
    3. Fantasy Clerics and Clerical Fallacies ~ Gregory Detwiler
      Finding a cure for clerical shortcomings.
    4. As the Cleric Turns ~ Robert Stockdale
      Turning the tables on turning undead.
    5. Specialization (Cut Down to Size) ~ Len Carpenter
      Stratgic arms limitations for the AD&D® game.
    6. Roll On! ~ Len Carpenter
      A better way of rolling the bones.
    7. Flesh and Blood ~ Mary Frances Zambreno
      What is the price of a father's love?
    8. An Assortment of Knives ~ Edwin C. Mason
      Handheld weapons that get to the point.
    9. The Dragon's Bestiary ~ Ed Greenwood
      Creatures of light and darkness: new monsters for the FORGOTTEN REALMSTM setting.

  • #141

    1. The Dragon's Bestiary ~ The Readers
      Want some excitement? Let the PCs meet a swamp-orc assassin tribe.
    2. Orcs Throw Spells, Too! ~ Randal S. Doering
      Shamans and witch doctors must earn their magic -- but the price is steep.
    3. Boulder-Throwers and Humanoid Hordes ~ Arthur Collins
      The bigger they are, the more you should worry.
    4. Hey, Wanna Be a Kobold? ~ Joseph Clay
      In just seven minutes, we can make you a humanoid.
    5. The Ulfjarl's Stone ~ Mickey Zucker Reichert
      Was he sent out to die or to live?
    6. The Marvel®-Phile ~ David Edward Martin
      A mad scientist and a benevolent sorcerer -- on the same super-team.

  • #142

    1. This Means War! ~ Dan Kretzer
      If 327 badders fought 294 androids and a mutant squirrel in a tank, who would win?
    2. The Well-Educated Spy ~ John C. Bunnell
      Do you really know how to role-play a spy? This book tells all.
    3. The Ecology of the Kech ~ Tony Jones
      The most beautiful forest often conceals the most malign dangers.
    4. Made-To-Order Clerical Orders ~ Michael Harrison
      Temples and congregations, built from the ground up.
    5. Arcane Lore ~ The Readers
      Fifteen more reasons why few monsters want to annoy druids.

  • #147

    1. Getting Familiar ~ Patricia Nead Elrod
      If you get a toad for a familiar, be careful how you pick it up.
    2. Variety, the Spice of Magic ~ Vince Garcia
      What can you do with a jar of fire bat ichor? Use it for a new spell component, of course.
    3. "Gaze into my crystall ball..." ~ Krys Stromsted
      If it's your party, you can scry if you want to.
    4. Spelling It Out ~ Douglas J. Behringer
      Two ways to learn a new spell: the AD&D® 1st Edition way and the AD&D® 2nd Edition way.
    5. WOW Your Players! ~ Richard Hunt
      Beer suds, attack rabbits, and three all new wands of wonder.
    6. Lord of the Keep ~ Brenda K. Ward
      That which you ask for is rarely what you want.

  • #157

    1. Into the 25th Century! ~ Kim Mohan
      The future awaits you inside the XXVcTM science-fiction role-playing game.
    2. Buck Rogers Flies Solo ~ Ed Greenwood
      Solitare rules for the BUCK ROGERSTM: Battle for the 25th Century game.
    3. For the Greater Good ~ Carl Sargent
      New powers for Jedi in West End Games' STAR WARS® game.
    4. Where There is One Sumotori... ~ Stewart Wieck
      Stronger than a mountain: the sumo wrestler for AD&D® Oriental Adventures games.
    5. ... There's Bound To Be Another! ~ Len Carpenter
      And an alternative view of the mightiest unarmed fighter of all.
    6. The Ecology of the Wemic ~ J.F. Keeping
      They can fight, but will they fight for or against you?
    7. The Dungeon Alone ~ Tom Little
      One player, one DM -- and a whole lot of problems and fun.
    8. Next Stop: Eveningstar ~ Ed Greenwood and Jeff Grubb
      A crossroads of adventure in the FORGOTTEN REALMSTM campaign.
    9. Keep the Heroes Flying! ~ Carleton Tsui
      What makes the Fantastic Four so fantastic? Teamwork.

  • #165

    1. Anchors & Arrows ~ Thomas M. Kane
      Prepare to ram! Naval rules for 1st Edition BATTLESYSTEMTM games.
    2. The Dragon's Bestiary ~ Tim Malto
      Why a giant archerfish doesn't need a bow to bring down prey.
    3. Undersea Priests ~ Randy Maxwell
      Can a merman cleric cast a flame strike? No -- but he can do better.
    4. The Curse-maker ~ Laurell K. Hamilton
      Who would curse a bard, and why? His friends would stop at nothing to find out.
    5. The MARVEL®-Phile ~ Dale A. Donovan
      Four new villains who use their brains and their brawn.
    6. Maneuvering For Victory ~ Cory S. Kammer
      Give your fighters extra punch with 36 special maneuvers.

  • #166

    1. Wired and Ready ~ Michael LaBossiere
      Cyberpunk game worlds aren't just different -- they're deadly!
    2. Tricks of the Trade ~ Mike Speca
      One 'Mech look like ever other in FASA's BATTLETECH® game? Now they won't!
    3. A Clone of Your Own ~ Edward Goldstein
      Death is just a temporary problem in SJG's GURPS® AUTODUELTM game.
    4. Rest Stop ~ J. W. Donnelly
      The locals were quite primitive and strange, but they could certainly make a visitor feel welcome.
    5. Arcane Lore ~ Scott Waterhouse
      More "Pages from the Arch-Mages," with the final word in dueling spells.
    6. The Navy Wants You! ~ Robert Rinas
      The U.S. Navy: It's not just a job, it's espionage!

  • #167

    1. See the Pomarj -- and Die! ~ Joseph Bloch
      A typically dangerous wilderness in the GREYHAWK® campaign.
    2. Back to the Age of Mammals ~ David Howery
      The largest mammalian land carnivore of all time is back (and fantasy heroes are its prey).
    3. The Ecology of the Su-Monster ~ Matthew Schutt
      Most call it a myth. Some call it a nightmare.
    4. The Dragon's Bestiary ~ Gregg Chamberlain
      Blood-drinking flowers, sword grass, and man-eating plants.
    5. Curses Are Divine ~ Mark Keavney
      What can an angry deity do to your character? Anything he wants!
    6. Arcane Lore ~ Jeffrey Pettengill
      Necromancy is a dead art, but these spells will bring it back to life again.
    7. Dragon's Blood ~ Bryan Haught
      An alchemist can always use more dragon's blood.
    8. "Just give me money!" ~ Peter Trueman
      Now make change in kopeks, gulden, sovereigns, and sequins.
    9. The MARVEL®-Phile ~ Steven E. Schend
      Spider-foes are everywhere -- and now they're across the Atlantic!
    10. Lords of the Warring States ~ Thomas M. Kane
      Five intriguing characters for your Oriental AD&D® campaign.

  • #168

    1. How to Role-play in One Easy Lesson ~ Thomas Schlosser
      All the secrets of role-playing, with none of the calories.
    2. Merty's Manual of Magical Merchandise ~ Robin C. Ashmore and Michele Batter
      Breathe flame and surprise your friends with these great treasures.
    3. Bazaar of the Bizarre ~ William Wilson Goodson, Jr.
      Another half-dozen treasures that Dungeon Masters will love.
    4. Thor Goes Fishing ~ Lois Tilton
      A completely serious and authentic tale of life in Asgard. You bet.
    5. The MARVEL®-Phile ~ Steven Schend
      The MARVEL UNIVERSETM, where change is the only constant.
    6. Treasures More Real ~ Scott Williams
      Do away with boring treasure hoards, and make the players think!
    7. Harpers Bold ~ Ed Greenwood
      Two heroes of note in the lands of the Forgotten Realms.
    8. Why Spy? ~ Michael L. McDaniel
      Espionage RPGs: The odds are you won't live to see tomorrow.

  • #169

    1. New Weapons For Old ~ Jordan Clarke Hayes
      Get a claymore for your dwarf and a flamberge for your fighter!
    2. Creative Casting ~ Joel E. Roosa
      Tenser's floating disc as a flying missle platform? You bet!
    3. Learn Something New Every Day ~ Gordon R. Menzies
      Whether you'd like to learn alchemy or street fighting, here's the article you need.
    4. The Strategy of Tactics ~ Jordan Clarke Hayes
      Should you bash the ogre or back off a bit? New melee tactics for the AD&D game.
    5. The MARVEL®-Phile ~ Dale A. Donovan
      Who's the cycle-riding, flaming-skulled hero we all know and love?
    6. Swordfish and Saucery ~ Deborah Millitello
      Even the cleverest of spells sometimes has a little catch.
    7. In Harm's Way -- At Home! ~ Michael Hollinger
      If your super heroes like a little excitement, build them a danger room.
    8. Bazaar of the Bizarre ~ Ed Greenwood
      A return to the Realms for a look at a dozen deadly daggers.

  • #170

    1. From Hatchling to Immortal Guardian ~ Bruce A. Heard
      A dragon's life (and afterlife) in the D&D® game's Known World.
    2. Crossing Dragons With Everything ~ Gregory W. Detwiler
      When you cross a dragon with a chimera, you get trouble with three heads.
    3. The Dragon's Bestiary ~ Jason M. Walker
      Breath weapons you'll never believe! The deadly new ferrous dragons.
    4. A Wing of Wyverns ~ fiction by M.C. Sumner
      He hunted wyverns for a living -- with an airplane and a rifle.
    5. The MARVEL®-Phile ~ Steven E. Schend
      Are these villains dead? Alive? Both? Neither? You decide.
    6. The Pitfalls of Game Mastering ~ Steve Maurer
      Being a good GM isn't just a hobby, it's a lot of work.

  • #171

    1. Who's Who Among Dragons ~ Bruce A. Heard
      Dragons, too, rule kingdoms in the D&D® Known World.
    2. Hunting Tanks is Fun and Easy! ~ Thomas M. Kane
      Dragons, Hellfires, and the LAW: Antitank weapons in the TOP SECRET/S.I.TM game.
    3. The Making of a Monster ~ Matthew Iden
      If ya wanna play an orc, ya gotta think like an orc.
    4. Care For a Drink? ~ David W. Montgomery and Jim Milner
      It can break a siege, end a drought, slay your enemies, and water you garden. What is it?
    5. The MARVEL®-Phile ~ Steven E. Schend
      Chris Powell needed an edge against crime. He got it -- and how!
    6. Child of Ocean ~ fiction by Eluki bes Shahar
      Mykene was the luckiest ship's pilot alive. But luck never last forever.
    7. "It's clobberin' time!" ~ Dale A. Donovan
      If you want to pound super villains, you need super tactics.
    8. 101 Surprises in a Bag of Beans ~ Matthew Schutt
      When you plant your bean, remember to stand back -- way back!

  • #172

    1. Seeing the Sights in Skullport ~ Ed Greenwood and Steven E. Schend
      Skullport: A great place to visit, if your insurance is paid up.
    2. The Dragon's Bestiary ~ The readers
      Caves have the nastiest things living in them, like these three fine fellows.
    3. The Ecology of the Galeb Duhr ~ Robert Isaacson
      Just because it looks like a rock doesn't mean it has to act like one.
    4. The Lay of Droone ~ fiction by William B. Crump
      The lizards had taken the mountain -- but, thanks to the dwarves, they wouldn't enjoy their victory.
    5. Into the Spirit of Things ~ Michael DeWolfe
      Spirit and divine magic of the strangest kind for your RUNEQUEST® game.
    6. Shining Armor ~ Thomas M. Kane
      When you care enough to send the very best, put an M1A1 Abrams tank in you TOP SECRETS/S.I.TM game.
    7. Completing the Complete Fighter ~ David Howery
      Want to play a Viking, Mongol, or assassin warrior? Here's how.
    8. Playing the Crowd ~ Thomas M. Kane
      The peasants are revolting! Rules for mob rule in your AD&D® games.
    9. Lone Wolves ~ Ed Greenwood
      Two powerful wayfarers who travel the Forgotten Realms alone.

  • #173

    1. The Monstrous Side of the DARK SUN World ~ Timothy B. Brown and William W. Connors
      Man-eating halflings? Half-giants? Insect folk? And they're player characters?
    2. A Letter From the Wanderer ~ Troy Denning
      Thousands of undead roam Athas, and no two are ever alike.
    3. Random Magic for Organized Minds ~ Timothy B. Brown and William W. Connors
      When you pick up a spell scroll on blasted Athas, don't expect to find water breathing.
    4. Bazaar of the Bizarre ~ Ed Greenwood
      Elminster reveals the secrets of a dozen new magical staves from the FORGOTTEN REALMS® setting.
    5. Magic Mangling Made Easy ~ Gregory W. Detwiler
      Don't get mad at those magic-users. Get even!
    6. Get Your Priorities Straight! ~ Royce Wicks
      Want to play AD&D® game alignments in a completely different way?
    7. A Little Knowledge ~ fiction by Jerry Oltion
      He knew just enough to open the floodgates into trouble: a tale of the DARK SUN universe.
    8. The Sociology of the Flind ~ Spike Y. Jones
      What looks like a gnoll, but is a heck of a lot meaner?

  • #174

    1. Are You Having Bad Thoughts? ~ Bruce Nesmith
      Psionics: In Ravenloft, you can't even trust your own mind.
    2. Out of the Mists ~ William W. Connors
      Want to experience blind terror? Shake hands with a psionic lich.
    3. Cry Wolf! ~ Tim Malto
      Three new AD&D® game monsters that are a howling success at frightening heroes.
    4. The MARVEL®-Phile ~ Steven E. Schend
      A blast from the past: Equinox returns!
    5. Bugged About Something? ~ Gregory W. Detwiler
      "Giant ants in AD&D games? Ha! They're nothing. Watch me while I jusAAAAAAAGGHHH!"
    6. The Blue-Eyed Thief ~ fiction by Bob Liddil
      He was careful, calculating, subtle, and quick. But in the end, it wasn't enough.
    7. The Possibilities Are Endless ~ Spike Y. Jones
      West End Games' TORGTM system has more beginnings than you can imagine.
    8. Defeating More With Less ~ Gregory W. Detwiler
      A smart kobold is an archmage's nightmare. Here's proof.
    9. Bazaar of the Bizarre ~ Matthew P. Hargenrader
      Lovely to look at, delightful to hold, a new ioun stone will never be sold.
    10. The Dragon's Bestiary ~ Matthew P. Hargenrader
      People are just dying to get ioun stones -- and here's what's killing them.

  • #175

    1. Inventing the "Instant" Adventure ~ Arthur Collins
      You can improvise with the best of DMs -- if you prepare for it.
    2. The Perils of Prehistory ~ Gregory W. Detwiler
      Dinosaurs could be the least of your problems in fantasy time-traveling.
    3. Creative Campaigns: A New Recipe ~ Tim Schroeder
      New histories, new magic, and new universes: three keys to an all-new adventuring world.
    4. The MARVEL®-Phile ~ Steven E. Schend and Dale A. Donovan
      At last, for the first time, the incredible 3-D ManTM! (Who?)
    5. Uktena's Crest ~ fiction by Kit Wesler
      A rash promise breeds many outcomes -- among them, death.
    6. Rhyme & Reason ~ Scott Roach
      The Riddle in Gaming, Part 1: Some uses and examples...
    7. The Answer is... the Riddle! ~ Mark Anthony
      The Riddle in Gaming, Part 2:... and how to make up your own.

  • #176

    1. Servants of the Seldarine ~ Chris Perry
      Try elven clerics with real power! Specialty priests of the faerie folk.
    2. If You Need Help -- Ask the Drow! ~ Ed Greenwood and Steven E. Schend
      Good-aligned drow? Visit Undermountain's temple of Eilistraee.
    3. Propping Up Your Campaign ~ Spike Y. Jones
      Some game-mastering tools you might never have though of -- the Nerf ball, for instance.
    4. Time For an Experiment ~ fiction by Michael G. Ryan
      He would rise from the depths to achieve everlasting fame. It was only a matter of time.
    5. The MARVEL®-Phile ~ Scott Davis and Steven E. Schend
      Heroic castaways of the MARVEL UNIVERSETM.
    6. Playing in the Paleozoic ~ Gregory W. Detwiler
      An electric agnath? A long-jawed Erythrosuchus? Where do these guys come from, anyway?

  • #177

    1. Keeping the Party Going ~ Jim Shamlin
      How do you get a half-orc, a dwarf, and an elf to work together?
    2. That's Progress! ~ Thomas M. Kane
      The technological invasion of fantasy games: Gunpowder and worse.
    3. Secrets of the Masters Revealed ~ Michael J. D'Alfonsi
      A great DM = 1% inspiration + 99% perspiration.
    4. Defend Yourself! ~ Blake Mobley
      When there are too many dice, make your players roll them!
    5. "If I Ruled the World..." ~ Marcus L. Rowland
      Being a mad scientist is not just a job -- it's an adventure!
    6. The MARVEL®-Phile ~ Scott Davis and Steven E. Schend
      Bad super women: cybernetic, sorcerous, and just plain mean.
    7. Defenders of the Hearth ~ Chris Perry
      It isn't wise to look down on halfling specialty priests.
    8. Human Voices ~ fiction by Jean Lorrah
      Love conquers all, or so we would like to think.
    9. Think Big ~ Thomas M. Kane
      Elephants: They're unstoppable, they're impressive, and they have lots of trunk space.
    10. Special Delivery From Outer Space ~ Michael DeWolfe
      Time flies with a temporal compressor for SJG's GURPS® SPACE game.

  • #178

    1. The Three Faces of Chivalry ~ Len Carpenter
      Role-play noble warriors in all-new ways -- knight after knight.
    2. Bazaar of the Bizarre ~ Mark Galeotti
      Who's knocking at my door? Magical rams and more for the military.
    3. Follow the Leader ~ Carl Sargent
      Paladins need all the help they can get -- and here it is!
    4. In Defense of Polearms ~ Gregory Detwiler
      You can't eat with a fauchard-fork, but it does a nice job on cavalry.
    5. What Not to Include ~ Arthur Collins
      Who needs every dragon and elf species there is? Your world doesn't.
    6. River's Friend ~ fiction by Josepha Sherman
      You would do anything for a friend, but how would you save a river?
    7. The MARVEL®-Phile ~ William Tracy
      Having leftovers for your next campaign? Try these two.
    8. A Swing and a Hit ~ Gary Van Binsbergen
      Some disarming new combat techniques to put a choke hold on your TOP SECRET/S.I.TM campaign.
    9. Where's the Thief? ~ Michael Gabriel
      The thieves' guild joins the 2nd Edition BATTLESYSTEMTM game!
    10. Just Who Are These Folks? ~ Stephen Sullivan
      If you've got some catching up to do on The Twilight Empire, start here.

  • #179

    1. Picture This! ~ Nigel Findley
      Magical paintings that can save your life -- or take it away.
    2. Magic by Candlelight ~ Gregg Chamberlain
      After you light one of these magical candles, be sure you stand way back.
    3. Something Completely Different ~ Bruce Humphrey
      Liven up your treasure hoards with valuables that surprise as well as please.
    4. Seven Enlightening Lanterns ~ Stephen Giles
      If you explore the dungeons of the Forgotten Realms, be sure to have one of these devices in hand.
    5. Moonlight ~ fiction by Heather Lynn Sarik
      Pure, distilled moonlight, silvery and bright -- just the target for two smart thieves.
    6. The MARVEL®-Phile ~ Dale A. Donovan and Steven E. Schend
      Did you ever meet a super villain you wanted to laugh at rather than punch?
    7. Wonders of the Land of Fate ~ Jeff Grubb
      The AD&D® AL-QADIMTM setting has flying carpets, efreeti bottles, and much, much more!
    8. Ladders to the Sky ~ Allen Varney
      If an anchor drops from the sky, it means a SPELLJAMMERTM campaign is coming!

  • #180

    1. Suspend Your Disbelief! ~ Tanith Tyrr
      Maybe it's fantasy, but your campaign must still make sense!
    2. Not Another Magical Sword!?! ~ Charles Rodgers
      Why own just any old magical sword when you can own a legend?
    3. Your Basic Barbarian ~ Lee A. Spain
      So your fighter has a 6 intelligence. Make the most of it.
    4. Hot Night in the Old Town ~ Joseph R. Ravitts
      If your cleric thinks his home life is dull, wait till the DM sees this!
    5. Your Own Treasure Hunt ~ Robin Rist
      When funds run low in your gaming club, it's time for a fund-raising adventure.
    6. The Dragon's Bestiary ~ Spike Y. Jones
      A goat that knocks down walls, and a lizard that knocks down everything.
    7. Murder Most Fowl ~ fiction by Deborah Millitello
      The goose that laid the golden eggs is dead -- and almost everyone has a motive to kill it.
    8. Wear Your Best Suit! ~ Justin Mohareb
      The best defense is a battlesuit in the MARVEL SUPER HEROESTM game.
    9. The Wanderers ~ Jerold M. Stratton
      Wouldn't it be nice to have logical random-roll encounter tables?

  • #181

    1. Sorcery & Strategy ~ Thomas M. Kane
      When it comes to warfare, don't get caught with your cloak of protection down.
    2. Pages from the Mages ~ Ed Greenwood
      Why you don't want to be hit by a blackstaff spell, and more.
    3. That's Certainly Un-Familiar ~ Len Carpenter
      Turn your black cat familiar into more than a liability.
    4. Bazaar of the Bizarre ~ Chris Hind
      Two mystical new items from the Orient: dragon bones and a sword of storms.
    5. More Magic For Beginners ~ Gregory W. Detwiler
      You need magical items that won't unbalance your campaign? Look no further!
    6. Homebody Heroes ~ Len Carpenter
      If you don't go adventuring, what good are you?
    7. A Very Special Agent ~ Tony Lee
      A TOP SECRET/S.I.TM game agent needs every advantage he can get.
    8. The MARVEL®-Phile ~ Steven E. Schend
      News you can use from the MARVEL UNIVERSETM.

  • #182

    1. Not Cheaper by the Dozen! ~ Spike Y. Jones
      Twelve of the DRAGONLANCE® saga's most egg-citing creations.
    2. The Vikings' Dragons ~ Jean Rabe
      Linnorms: the first of a two-part series on the Norse dragons.
    3. The Dragon's Bestiary ~ Gregory Detwiler
      Two other unhealthy branches of the dragon family tree.
    4. The Wild, Wild World of Dice ~ Michael J. D'Alfonsi
      Okay, so how many six-sided dice do you own?
    5. Kings of the Caravans ~ Ed Greenwood
      A land like the Forgotten Realms requires tough merchants!
    6. Dragonslayers on the Screen ~ Dorothy Slama
      Some handy guidelines for letting your computer be your DM.
    7. "Ready! Aim! Fire!" ~ Donald D. Miller
      What's so good about a crossbow? An on-target article for all fighters.
    8. Psionics -- In Living Color! ~ Jan Berrien Berends
      Add new richness to your AD&D® game with these DM tips.
    9. The MARVEL®-Phile ~ Steven E. Schend
      What little surprises might Dr. Doom have in store for you?

  • #183

    1. Magic & Technology Meet At Last! ~ Bruce Nesmith
      Welcome the fourth-edition GAMMA WORLD® game -- to your AD&D® campaign!
    2. Advice to a High Lord ~ Martin Wixted
      The intricate ins and outs of West End Game's TORG® system.
    3. "Avast, ye swabs, and heave to!" ~ L. Richard Baker III
      It's a pirate's life in the SPELLJAMMER® campaign!
    4. Unidentified Gaming Objects ~ Gregory W. Detwiler
      A gamer's view of UFO theories (with a saucer-full of gaming hooks).
    5. The Vikings' Dragons ~ Jean Rabe
      The rest of the linnorms, for better or Norse.
    6. The MARVEL®-Phile ~ Steven E. Schend
      Double trouble for the foes of Excalibur: Cerise and Kylun.

  • #184

    1. Courts & Courtiers ~ Larry Granato
      Castle lords need soldiers -- and diplomats, cooks, and jesters, too.
    2. Really Good Bad Guys ~ Derek Jensen
      There's everyday scum, and then there's scum with imagination.
    3. The 7-Sentence NPC ~ C.M. Cline
      Turn your nonplayer characters into people in just seven simple lines.
    4. "You Again!" ~ Scott Sheffield
      The worst enemies are those who never forget (and never stay dead).
    5. The Referee's Code of Honor ~ John Setzer
      Six things you can do to run a better AD&D® game.
    6. Magic With an Evil Bite ~ Jason M. Walker
      The vilest race in the SPELLJAMMER® universe just got worse.
    7. Audible Glamour -- Not Clamor ~ Mike Shema
      Words are a game master's most powerful tool.

  • #185

    1. The Arena Master's Arsenal ~ Timothy B. Brown
      Ten of the deadliest weapons any fighter can hold.
    2. Mastered, Yet Untamed ~ Timothy B. Brown
      Athas has no horses, but it does have driks, jalath'gak, and undead watroaches.
    3. Twenty Tricks for Castle Defense ~ Fraser Sherman
      Goblins knocking at your gates? Here's some advice for all castle owners.
    4. Magic in the Evening ~ Ed Greenwood
      The two most famous wizards of the FORGOTTEN REALMS® and GREYHAWK® campaigns meet at last!
    5. The MARVEL®-Phile ~ Steven E. Schend
      Operation: Galactic Storm is over, but memories of its heroes live on.

  • #186

    1. 50 Castle Hauntings ~ Michael Gabriel
      You don't want a mere ghost to scare the heroes. You want a ghost they'll remember forever.
    2. Mission: Impossibly Dangerous! ~ Gregory W. Detwiler
      How to darken the future (and the characters' lives) in GDW's DARK CONSPIRACYTM game.
    3. The Dragon's Bestiary ~ Spike Y. Jones
      Three new undead: one good, one evil, and one that's rather shocking.
    4. Welcome to the Neighborhood! ~ James R. Collier
      How's the night life in the necropolis? Make cities sparkle in AD&D® campaigns.
    5. Give Your Villains a Fighting Chance ~ Kevin Troy
      Whatever tricks the players use work just as well for the evil wizards.
    6. The MARVEL®-Phile ~ James Lowder
      The Thing That Shouldn't Exist meets The Monster From Planet X.

  • #187

    1. The Wild, Wild Wilderness ~ David Howery
      Rhinos, rattlesnakes, and realistic tactics of the animal world.
    2. Deadlier Dinosaurs ~ David Howery
      What's Dilophosaurus got that Tyrannosauraus doesn't? You don't want to find out in person!
    3. Bazaar of the Bizarre ~ Matt Posner
      Druids need a boost -- and here are the magical devices to do it.
    4. The Ecology of the Dakon ~ Nick Parenti
      The "shabby apes" of the FIEND FOLIO® tome get a facelift for the AD&D® 2nd Edition game.
    5. Arcane Lore ~ Richard A. Hunt
      Earth, air, fire and water -- an elementalist's playground for new spells.
    6. The Lonely Harpist and the Lady Rogue ~ Ed Greenwood
      Two half-elves to watch out for in the FORGOTTEN REALMS® campaign.
    7. The MARVEL®-Phile ~ Steven E. Schend
      Some spider-foes are very unpleasant indead; Marvel's DeathwebTM takes a bow.
    8. The Dragon's Bestiary ~ Malcolm Bowers and Spike Y. Jones
      This month: the aptly named kruel and the laziest (and most successful) feline carnivore.
    9. Troubleshooting Your Game ~ Tanith Tyrr
      How can you make your game fun when the players are fighting among themselves? Some tipes for all game masters.

  • #188

    1. That's "Role", Not "Roll"! ~ George T. Young
      Thoughts on how the game master can help the players.
    2. Be Nice to Your Referee ~ Stewart Robertson
      There's more to being a good gamer than rolling dice and painting miniatures.
    3. Roles For Role-Players ~ David Wilder
      New ways to help your game master and keep the excitement high.
    4. The Wizards Three ~ Ed Greenwood
      A pleasant meeting between three worlds' most powerful spell-casters.
    5. Bazaar of the Bizarre ~ Nathaniel S. Downes
      Ten swords now lost (and up for grabs) in the FORGOTTEN REALMS® setting.
    6. The MARVEL®-Phile ~ Steven E. Schend
      Not your normal undercover types: SHIELD's Super-Agents!
    7. Mind Over Matter ~ L. Richard Baker III
      Which AD&D® game character class is best? The psionicist, says this writer.

  • #189

    1. The Dark Continent ~ David Howery
      Want a brand-new land to challenge any adventurer? Here's Africa with a wild twist!
    2. Arms & Armor of Africa ~ Michael J. Varhola
      You'd better know your knobkerrie from you isiHlangu.
    3. The Other Orientals ~ Tom Griffith
      Can't wait for Oriental Adventures to hit the AD&D 2nd Edition game? Here it is!
    4. Rhino's Arm, Tiger's Claws ~ Michael J. Varhola
      From "four mirror" armor to the talwar: what the well-equipped warrior uses in India.
    5. Bazaar of the Bizarre ~ James R. Collier
      Barbarians have magic you wouldn't believe -- or care to have used against you.
    6. Completing the Complete Bard ~ Jon Winter
      Bards with lots of class and with no class at all: two new bard kits for the AD&D 2nd Edition game.

  • #190

    1. Monsters of the Deep ~ Gregory W. Detwiler
      Half the danger in adventuring in the ocean involves the unfriendly inhabitants...
    2. Deep Beneath the Waves ~ Bryan K. Bernstein
      And the other half of the danger lies in the environment itself.
    3. The Ecology of the Actaeon ~ Aidan Doyle
      Another good reason to be nice to Mother Nature.
    4. Divide and Conquer ~ William J. White
      Never split the party -- but if you do, here's how to do it right.
    5. The MARVEL®-Phile ~ Steven E. Schend
      Whaddya know? A MARVEL SUPER HEROESTM "Sage Advice" column.
    6. Sounds of Wonder & Delight ~ Jeff Grubb
      What music is played during those long Arabian nights?
    7. Unique Unicorns ~ Michael John Wybo II
      A stableful of all-new species for every land and clime.
    8. Too Bizarre to be Magical ~ Matthew Michael Patrick Schutt
      The portrait that ruled a nation, and other psionic devices.

  • #191

    1. Horses Are People, Too ~ Gordon Menzies
      If you can't describe your paladin's war horse, read this article.
    2. Open Your Mind ~ Michael John Wybo II
      Psionicist kits, from gypsies to the thought police.
    3. The Elven Pantheon -- Completed! ~ Carl Sargent
      Where's Rillifane? A lost elven diety reappears for the AD&D® 2nd Edition game.
    4. Different Totes for Different Folks ~ Vince Garcia
      What's in your backpack? A look at the best in equipment for the D&D® game.
    5. An African Genesis ~ Brady English
      New lore and legends from West Africa for AD&D games.
    6. A Magical Personality ~ Matt Posner
      Are wizards crazy, or do they just act that way? Role-playing notes for specialist mages.
    7. Master of the Blade ~ Peter Sears
      A smart sword is a great ally -- if it's on speaking terms with you.
    8. Campaign Journal: Risen from the Ashes ~ Carl Sargent
      Our new game-worlds column begins with a look at the new (and changing) WORLD of GREYHAWK® setting.
    9. The Dragon's Bestiary ~ Richard A. Hunt
      Politeness counts when you meet the asrai and the faerie phiz.
    10. Unearthed Mundana ~ Randy Maxwell
      When a magical item won't do, use a nonmagical one that's twice as valuable.

  • #192

    1. "Don't You DARE!" ~ Spike Y. Jones
      A dozen rules of good role-playing that you should ignore completely.
    2. Weapons of Mass Destruction: On Sale Now! ~ Matthew Webber
      Gnomish SPELLJAMMER® weapons -- need we say more?
    3. The Dragon Project ~ Greg Fashtey
      Our new "miniseries" debuts with Draconis Cybernetica.
    4. The MARVEL®-Phile ~ Steven E. Schend
      Welcome to the tooniverse of SLAPSTICKTM.
    5. In Praise of One-Night Gaming Stands ~ Lee Sheppard
      A change of pace can enliven any gaming group.
    6. The Ecology (Love Life) of the Lamia ~ Spike Y. Jones
      Presenting one of Brendan Farwanderer's bawdier tails -- er, tales.

  • #193

    1. Dungeoneering 101 ~ Steven E. Schend
      Dungeon trips: what to take, what to leave behind, and what's waiting up ahead.
    2. Live Statues and Stone Men ~ John Power
      Dwarves, drow, and mind flayers have unpleasant surprises for unexpected guests.
    3. The Druid Gets A Life ~ Alan M. Clark
      New skills, new spells, and a new mission for nature priests.
    4. The Dragon's Bestiary ~ Randy Maxwell
      Three visitors from the outer planes drop in for a snack.

  • #194

    1. Dragon Dogfights! ~ Anne Brown
      Battle it out with these aerial AD&D® rules for dragon miniatures.
    2. The Dragon Project: Dexter & Conelius ~ Loyd Blankenship
      A (not very) ferocious dragon and a (not very) heroic ally for the GURPS FANTASY® game.
    3. The Dragon Project: D.R.A.G.O.N-bot ver 3.1 ~ Ed Stark
      Hell on wheels... not! A Troubleshooter's nightmare for the PARANOIA® game.
    4. Breaking Them In ~ Neil McGarry
      Turn your group's novice gamers into old hands with these easy suggestions.
    5. Gamma Terra Revisited ~ Kim Eastland
      New GAMMA WORLD® game mutations that'll frighten every Pure Strain Human.
    6. Campaign Journal: Slave Hunters and Silt Sailors ~ L. Richard Baker III
      The DARK SUN® world's darkest array of character kits.
    7. Bazaar of the Bizarre ~ Spike Y. Jones
      "What's a Tenser's tantalus, and why is it following me around?"
    8. With a Bond of Magic ~ Gregory W. Detwiler
      Lightning and fire, ice and ash, pain and fear, all built right into your sword blade.

  • #195

    1. So, You Want to be a Samurai? ~ Glenn S. Barnes
      If you want an authentic Oriental swordsman, you need to know some history.
    2. To All a Good Knight ~ Tom Griffith
      Three orders of knighthood, ready for your high-fantasy campaigns.
    3. Real Warriors Ride Elephants! ~ Michael John Wybo II
      Want to start out with your very own pachyderm? Here's how.
    4. The MARVEL®-Phile ~ Steven E. Schend
      Have you seen these folks before? The Gatherers have arrived!
    5. Overcoming Obstacles ~ Justin Mohareb
      The greatest MARVEL UNIVERSETM super-heroes have problems that won't go away.
    6. Campaign Journal: Fitting into the new WORLD OF GREYHAWK® setting ~ Carl Sargent
      How to make your WORLD OF GREYHAWK® setting match the official version.
    7. Up Front, In Charge ~ Thomas Kane
      Leadership is not just for player characters. It's for players, too.

  • #196

    1. The Greatest and Most Honorable Adventure ~ Jan Berrien Berends
      Politics: It's a dangerous business, but someone's got to do it -- namely, you.
    2. Cultivating Campaign Cultures ~ Buck Deason Holmes
      How to make foreign lands really foreign; or, "What's this elf doing in my soup?" "Simmering."
    3. The Art of Storytelling ~ Lisa Stevens
      What players need most is a game master who's a bard in disguise.
    4. Organization is Everything ~ Richard Hunt
      And, for a dedicated game master, we do mean everything!
    5. Three Wizards Too Many ~ Ed Greenwood
      They were powerful, they were wise, they were taking a break! Elminster, Dalamar, and Mordenkainen trade secrets.
    6. Bazaar of the Bizarre ~ Teeuwynn Woodruff and Tim Beach
      These new figurines of power are rather wondrous, aren't they?

  • #197

    1. The Ecology of the Giant Scorpion ~ Ruth Cooke
      Think invisibility will save you? Think again.
    2. Perils & Postage ~ Mark R. Kehl
      How to play an AD&D® campaign when each player lives in a different city.
    3. By Mail or by Modem? ~ Craig Schaefer
      An AD&D game works just as well by BBS as by USPS (and maybe better).
    4. The Dragon's Bestiary ~ Ed Greenwood
      It's not a petting zoo: four new monsters from the FORGOTTEN REALMS® setting.
    5. The MARVEL®-Phile ~ Steven E. Schend
      It's a dirty world in the streets -- but your hero's there to clean it up.
    6. Beyond the Dark Horizon ~ Gregory Detwiler
      New spells, new magical items, and new trouble for the DARK SUN® world.
    7. The Dragon Project: The Tale of Albrenegan ~ Ken Cliffe
      In the ARS MAGICA® world, this dragon's dreams are worse than its bite.

  • #198

    1. Pin Back Their Ears! ~ James B. Couch
      Anyone can have a lycanthrope player character -- for a price.
    2. The False Undead ~ Jonathan Richards
      They're not dead, but they like their victims that way.
    3. Beyond the Grave ~ Tom Moldvay
      The wight stuff; or, Unearthing stories about Mummy and Dead.
    4. The MARVEL®-Phile ~ James Lowder
      Nightmarish monsters from the murky pits of your imagination! In color, too!
    5. The Dragon Project: Mr. Josh Wellmeat ~ Sandy Petersen
      You won't expect a CALL OF CTHULHU® game dragon to be normal, would you?
    6. The Dragon Project: The Darkwyrm ~ Lester W. Smith
      The cold and the dark surround the DARK CONSPIRACY® game's Darkwyrm.
    7. Campaign Journal: Scimitars against the Dark ~ Wolfgang Baur
      The horrors of Arabia are revealed in this variant AL-QADIMTM setting.
    8. Soul-Swords & Spirit-Slayers ~ Spike Y. Jones
      Honor is everything (even food, for some) in Oriental Adventures.

  • #199

    1. Opening the Book of Beasts ~ David Howery
      Medieval bestiaries had some odd ideas about animals - ideas DMs can add to their campaigns.
    2. Crude, But Effective ~ Derek Jensen
      Battle tactics for humanoid monsters, courtesy of Elmonster.
    3. The Dragon's Bestiary: Those Terrible Trolls ~ Alec Baclawski
      Several new types to regenerate interest in the species.
    4. Campaign Journal: The Black Pegasus Trading Co. ~ David Montgomery and Jim Milner
      Meet an enterprising crew of spelljamming merchants.
    5. Romancing the Stoneskin ~ The readers
      Solutions to a sorcerous problem, compiled from Forum letters.
    6. The Dragon Project: Dunklezahn ~ Tom Dowd/FASA Corp.
      A datafile on the only dragon that hosts his own talk show.
    7. Ready, Aim, Fire! ~ Bruce Heard
      Engineering the use of artillery in the D&D® game.

  • #200

    1. Magic From the Gods ~ Michael John Wybo II
      A cursed, shapeshifting, undead wizard is just one of the options for African campaign setting mages.
    2. The Wizards Three ~ Ed Greenwood
      The mages entertain a surprise guest.
    3. The Color of Magic ~ Dan Joyce
      Not all magic missile spells look alike.
    4. Familiar Faces ~ David Howery
      How would your PC mage like a skunk, lobster, armadillo, stirge, or myconid for her familiar?
    5. Bazaar of the Bizarre: Keys to Adventure ~ Jonathan M. Richards
      Fourteen magical devices to unlock a campaign's mysteries.
    6. Arcane Lore: The Spells of Naz ~ Rich Stump
      The missing spellbook of this WORLD OF GREYHAWK® setting wizard.
    7. DUNGEON® Adventures module: The Whistling Skeleton ~ Ed Greenwood
      This musically inclined undead is not what he seems.
    8. Making the Most of a Module ~ Lisa Stevens
      Running a published adventure well requires more than just purchasing it.
    9. The Even More Complete Psionicist ~ Jon Winter
      More kits for your campaign's warriors of the mind.
    10. Minion Matters ~ Sean Patrick Fannon
      The best ways to handle your NPC villain's lackeys.
    11. The Dragon Project: The Galaxy Dragon ~ Bill Slavicsek
      A rogue Imperial, a prototype warship, and four-armed dragon troopers for STAR WARS®: The RPG.
    12. Elminster's Notebook ~ Ed Greenwood
      The debut of a new feature reveals a page from the mage's personal chronicles.

  • #201

    1. The City of Lofty Pillars ~ Steve Kurtz
      Can you find the lost city of the AL-QADIM® setting?
    2. Turkey's Underground Cities ~ Allen Varney
      Read about Allen's Amazing Adventure; learn about these real-world dungeons.
    3. The Evolution of a Castle ~ Thomas Reid
      Building a castle requires more than a pencil and graph paper.
    4. Seven Steps to a Successful Castle ~ L. Richard Baker III
      Use these expanded castle-construction rules to build your PCs' ultimate abode.
    5. The Dragon Project ~ Sandy Petersen
      Introducing Rofocale of Hill Marlyprig for Chaosium's PENDRAGON game.
    6. The 10 Commandments of Tournament Writing ~ Jonathan Evans
      Thou shalt write good tournament adventures.
    7. Undiscovered Treasure Troves ~ James Patrick Buchanan
      The library is a cornucopia of gaming ideas.

  • #202

    1. Magic to a Different Beat ~ Lisa Smedman
      Add these exotic instruments to your bard PC's repertoire.
    2. Dirty Rotten Scoundrels ~ Wolfgang Baur
      Live for the moment, but always plan ahead.
    3. "The Legends Say..." ~ Fraser Sherman
      Exactly how does your bard PC know that?
    4. The Master's Hand ~ David "Zeb" Cook
      Tricks of the trade for the fantasy rogue.
    5. Attack of the Little People ~ Steve Winter
      Introduce 15-mm minatures to your games.
    6. Even Wilder Mages ~ Joel E. Roosa and Andrew Crossett
      Variety truly is the spice of life for a wild-mage PC.
    7. The Preserver's Choice ~ L. Richard Baker III
      In the DARK SUN® setting, will your preserver PC turn to defiling magic to save herself?
    8. Mythic Races of Africa ~ Michael John Wybo II
      How will your PCs react to animal spirits, snake-men, and zebrataurs in your campaign?
    9. Elminster's Notebook ~ Ed Greenwood and Gary Williams
      El encounters a mysterious, magical sword.
    10. The Dragon Project ~ Stephan Michael Sechi
      Uncover the Iron Dragon of Quaran for WotC's TALISLANTA® game.
    11. Campaign Journal ~ Gregory W. Detwiler
      These adventure seeds reap a bushel of excitement for any AL-QADIM® campaign.

  • #203

    1. More Gamma Goodies ~ Kim Eastland
      Equip your GAMMA WORLD® PCs with laser pens and wrist rockets.
    2. Terribly Twisted Technology ~ Robin D. Laws
      Add these "weird-tech" items to an OVER THE EDGE® campaign.
    3. "Lookin' for work, chummer?" ~ Gregory W. Detwiler
      Run these missions in FASA's SHADOWRUN® game.
    4. Arcane Lore ~ Leonard A. Schmidt
      Presenting lightning spells to spark interest in wizard PCs.
    5. The Plane Truth, Part One ~ David "Zeb" Cook
      Pages from the codex of infinite planes brought to you by the designer of the new PLANESCAPETM campaign setting.

  • #204

    1. Dance Steps for GW's SPACE HULK® game ~ Allen Varney
      Your Space Marines can bust a move while they bust Genestealer heads.
    2. Arcane Lore ~ Matt Posner
      These wacky wizard spells actually have game applications!
    3. The Plane Truth, Part Two ~ David "Zeb" Cook
      Journey with a paladin as he wanders the area around the city of Sigil.
    4. Creative Thinking ~ Jan Berrien Berends
      How to develop new psionic powers, plus samples.
    5. Creatures That Time Forgot ~ Gregory W. Detwiler
      Monstrous statistics for both AD&D® and BUGHUNTERSTM games.
    6. Campaign Journal ~ Carl Sargent
      Uncover the secrets of the WORLD OF GREYHAWK® setting's Twin Cities and their evil rulers.
    7. The Dragon Project ~ Allen Varney
      Down on the dragon farm with SJG's CAR WARS® game.
    8. Psychotronic Weapons ~ Gregory W. Detwiler
      These weapons will blow your mind, home, city, continent...

  • #205

    1. The People ~ David Howery
      Explore a fantasy America -- complete with Native Americans.
    2. Getting Back to Nature ~ Jon Pickens
      Improve the distinctive flavor of the druid with these re-aligned spell spheres.
    3. Arcane Lore ~ Jon Pickens
      Add these new (& old) spells to the druid's repertoire.
    4. The Plane Truth, Part Three ~ David "Zeb" Kick
      In this finale, Fallendor and Ambran meet -- sort of.
    5. 12 Secrets of Surviavl ~ Spike Y. Jones
      Survive in the harshest wilderness with magical help.
    6. Dragon Slayers ~ Bill Slavicsek
      Get a first look at the Council of Wyrms setting and an expanded version of the dragon-slayer kit.

  • #206

    1. Dragons: More Than Just Couch Potatoes ~ Thomas Reid
      These mighty beasts should do more than just lounge on their hoards.
    2. The Dragon Project: Cerulean Glory Oversees Tides ~ Sandy Petersen
      Meet the RUNEQUEST® dragon who wants to be human.
    3. Part Dragon, All Hero ~ Roger E. Moore
      Half-dragon PCs, from the Council of Wyrms setting to all the worlds beyond.
    4. Campaign Journal: GREYHAWK® ~ Carl Sargent
      Sail with the Sea Barons.
    5. Fiend Knights and Dark Artifacts ~ Carl Sargent
      PCs should avoid these magical relics of the Great Kingdom.
    6. The Dragon's Bestiary ~ Spike Y. Jones
      These new faeries will amuse and bemuse your campaign's PCs.
    7. Elminster's Notebook ~ Ed Greenwood and Gary Williams
      You really don't want to meet Tashara of the Seven Skulls.

  • #207

    1. Big-League Magic ~ Chris Osbourne
      Handle AD&D® game artifacts with care.
    2. Bazaar of the Bizarre ~ Steve Stewart
      Add these Celtic magical items to your campaign.
    3. Paper Prosperity ~ Lew Wolkoff
      Enrich your game with treasures of paper.
    4. Trifling Treasures ~ Halina Adamski
      Every hoard need not be composed of boring old cash.
    5. The Dragon Sage ~ Bill Slavicsek
      A new kit you can use with COUNCIL OF WYRMSTM dragon PCs.
    6. "There's a Rum Do About, Old Chap" ~ Spike Y. Jones
      Plant these adventure seeds in your Faerie, Queen, and Country game campaign.
    7. Great Responsibilities ~ Alexander Teitz
      Superheroes should take an active role in the community.
    8. Essential Villainy ~ Chris Avellone
      Every supervillain needs ambition, motives, and style.

  • #208

    1. Right from the Start ~ Eric Noah
      Weave your new campaign together like a tapestry.
    2. Get Motivated! ~ Gregory Gliedman
      PCs can have motivations to adventure besides greed.
    3. Bazaar of the Bizarre ~ Gordon Menzies
      Give these magical items only to your favorite heroes, of course.
    4. Team Spirit ~ Thomas Kane
      Find out exactly why your PC party adventures together.
    5. Behind the Scenes ~ Dori Hein
      Learn what went into the making of the PLANESCAPETM setting.
    6. Campaign Journal: GREYHAWK® ~ Carl Sargent
      Wander the Adri Forest -- if your PCs dare.

  • #209

    1. Branchning Out All Over! ~ Roger E. Moore
      Open new worlds of possibilities for your druid PCs.
    2. The Priests of Africa ~ Michael John Wybo II
      Add these African cleric kits to your campaign.
    3. Long-Lost Priestly Magicks ~ Michel Francois
      Your PCs can recover these spells lost to the mists of time.
    4. The Invisible Sun
      Venture into the darkest site on the Kromosome universe's Net for the AMAZING ENGINE® system.
    5. Ex Libris ~ James R. Collier
      Books make wonderful treasure, don't you think? Your PCs will.
    6. "You Wanna Be A What?!" ~ Kerry Jordan
      Add these new animal stocks to your choices for mutant-animal PCs in your GAMMA WORLD® game campaign.
    7. 1,001 Faces of Undeath ~ Theron Martin
      Give your DARK SUN® setting's undead these special powers.
    8. The Dragon's Bestiary ~ Don Webb
      Enter the golem workshop and meet its three residents.

  • #210

    1. Dead or Alive? ~ Michael Satran
      What does resurrection magic mean to your campaign world?
    2. Who's Afraid of the Big, Bad, Ghost? ~ Spike Y. Jones
      Make your game sessions truly horrific with these tips.
    3. Too Evil to Die ~ Tom Moldvay
      Myths and games come together in these variant undead creatures.
    4. A Monster in the Classical Tradition ~ Steve Berman
      Terrify your CALL OF CTHULHU® PCs with this horror from Greek mythology.
    5. Campaign Journal ~ Gregory W. Detwiler
      Plant these seeds of adventures in your Athasian campaign.
    6. Arcane Lore ~ Nicholas Baran
      "Be careful with that needle, you could put an eye out."
    7. Primitive Weaponry ~ Gregory W. Detwiler
      Equip your fighters with these exotic weapons.
    8. Elminster's Notebook ~ Ed Greenwood
      Learn the lore of the Serpent Blade.

  • #211

    1. The Ecology of the Dungeon ~ Buck Deason Holmes
      Bring your dungeons alive with this advice.
    2. Sight in the Darkness ~ Roger E. Moore
      Open your eyes to the possiblities of infravision.
    3. Fungi of the Underdark ~ Chris Perry
      More grows in the Underdark than just dwarves and drow.
    4. "I Sing a Song by the Deep-Water Bay" ~ Steven E. Schend
      Learn how the Harpers operate in Waterdeep.
    5. Topkapi Palace ~ Steve Kurtz
      Spice up your fantasy castles with bits of history.
    6. The Wizards Three ~ Ed Greenwood
      Ed gets another visit from those mirthful mages.

  • #212

    1. Hitting the Books ~ Eric R. Noah
      Make your adventures more like fantasy stories.
    2. Reruns: Adventures That Improve with Age ~ Thomas M. Reid
      Get more than one use out of that module or adventure.
    3. Consider the Consequences ~ Renee Stern
      Every character action should have a campaign reaction.
    4. Tricks of the Trade ~ George T. Young
      Learn to become not just a DM, but a story teller.
    5. Psychic Proficiencies ~ William W. Connors
      Add these mental powers to your Masque of the Red Death Victorian horror campaign.

  • #213

    1. Godsmen, Bleakers, Guvners, and Takers ~ Rich Baker
      Discover the secrets of the PLANESCAPETM setting's factions.
    2. The Demiplane of Shadow ~ Edward Bonny
      Add this land of twilight nightmares to your AD&D® game.
    3. Planar Personalities ~ Michele Carter and Bill Slavicsek
      Meet four NPC residents of Sigil, the City of Doors.
    4. You Never Know Who'll You'll Meet ~ Larry Granato
      Use these encounter lists to spice up your planar campaign.
    5. Series Magic ~ Steven E. Schend
      Our chronicler gets a visit from Khelben himself -- almost.
    6. Elminster's Notebook ~ Ed Greenwood
      Study the "ambitious youngster," Aldreth Fireshar.

  • #214

    1. The Complete Half-Elf ~ Greg Jensen
      Give your half-elf PCs these kits designed specifically for them.
    2. Bazaar of the Bizarre ~ Christopher Kutarna
      Add these elven artifacts to your campaign.
    3. Dragon's Bestiary ~ Norman Abrahamsen
      Meet the smallest (and furriest) elf-friends of them all.
    4. For Truth and Justice ~ Chris Avellone
      Create better superheroic exploits with this adventure checklist.
    5. The Ecology of the Neogi ~ Jon Winters
      This is but the first of two (count 'em) "Ecologies" in this issue.
    6. Lost Empires ~ David Howery
      "Discover" a lost land such as Atlantis for your game world.
    7. The Ecology of the Owlbear ~ Johnathan M. Richards
      Yes! This long-promised article finally makes it into print.

  • #215

    1. Putting Evil to Good Use ~ Johnathan M. Richards
      "No, that's okay, I'll take that cursed item."
    2. Gaming with Style ~ Thomas Kane
      What style of role-player are you?
    3. The Beginner's Game ~ John Nephew
      Treat your novice gamers right and they'll stick around.
    4. The Ecology of the Amphisbaena ~ Johnathan M. Richards
      This is one instance where two heads are worse than one.
    5. Donning a New Masque ~ William W. Connors
      Presenting new kits and a PC sheet for Masque of the Red Death campaigns.
    6. The Deities of Africa ~ Michael John Wybo II
      Use these gods to flesh out your African campaign pantheons.

  • #216

    1. Bazaar of the Bizarre ~ Steven Miller
      We liked this article so much, we made TSR's Games Dep't., hire Steven.
    2. Fuzzy Reviews ~ Spike Y. Jones
      Read these (serious) reviews of plush-animal miniatures rules.
    3. Paths of Power ~ Wolfgang Baur and Steve Kurtz
      Let's get serious: here's an alternative magic system for the AD&D® game spellcasters.
    4. The Auld Alliance ~ Arthur Collins
      You can keep your gaming group together for the long haul if you follow Arthur's advice.
    5. Elminster's Notebook ~ Ed Greenwood
      In which El answers the burning question: "What are those kobolds up to?"

  • #217

    1. Boons & Benefits ~ Larry Granato
      Compensate your PCs with rewards far more valuable than mere cash or jewels.
    2. Behind Enemy Lines ~ Phil Masters
      The PCs are trapped in hostile territory with an entire army chasing them. Sounds like fun, doesn't it?
    3. Two Heads are Better than One ~ Joshua Siegel
      Split the game master's chores between two people.
    4. Class Action ~ Peter C. Zelinski
      How about a party of only fighters, thieves, clerics, or mages?
    5. En-psycho-slade-ica Magica ~ slade
      Presenting the random generation tables for all the magical items in the ENCYCLOPEDIA MAGICATM books.

  • #218

    1. Tarazin the Gray ~ L. Richard Baker III
      After a few thousand years, this dragon has learned a few tricks.
    2. Dragon Intrigues ~ Gregory Detwiler
      If you thought dragons were tough in combat, wait until they work against you behind the scenes.
    3. Dragon Dweomers ~ Robert S. Mullin
      Dragon claws, fangs, and breath weapons are potent weapons -- and these new spells help make them more potent still. You have been warned.
    4. The Spice of Life ~ Thomas Kane
      Multiple plots add variety to any campaign -- and give players more freedom.
    5. Magic Resistance, Step by Step ~ Skip Williams
      How to resolve the thorny knot of resistance -- without losing friends.
    6. The Nature of Evil ~ Michael T. Kuciak
      What does it take to make a truly despicable villain?
    7. Ecology of the Bird Maiden ~ Paul Culotta
      Truth and treachery intertwine in this tale from the desert.

  • #219

    1. At Sword's Point ~ Christian Williams
      Sometimes it's more fun to dodge and parry than hack and slash.
    2. Run! A Guide to Heroic Flight ~ Robert S. Mullin
      Learn how brave Sir Robin runs away.
    3. Out of Armor ~ Gregory Detwiler
      A guide to fancy footwork and armor-free combat for DMs and players.
    4. Pirate Crews and Retinues ~ James R. Collier
      What happens when specialized fighters gain followers?
    5. Ecology of the Black Pudding ~ Johnathan Richards
      Deep below the earth, two adventurers come face-to-face with a slimy terror.
    6. The Wizards Three ~ Ed Greenwood
      Ed, the wizards, and a few friends get together for a weenie roast.
    7. What's a Wizard to Do? ~ Anne Brown
      Is the BIRTHRIGHTTM setting nothing more than a battleground for musclebound fighters? Heck, no!

  • #220

    1. Stratagems and Dirty Tricks ~ Gregory W. Detwiler
      Learn from the masters of deception: advice for DMs and players.
    2. The Politics of Empire ~ Colin McComb and Carrie Bebris
      Put not your faith in the princes of this world -- achieve victory in the BIRTHRIGHTTM campaign through superior scheming.
    3. Hired Killerz ~ Ed Stark
      Meet Vlad Taltos, and see how assassins can play a crucial role in any RPG.
    4. The College of Apportation ~ Lachlan MacQuarrie
      Sometimes a teleport is just a teleport, but sometimes...
    5. The Thought Police ~ Lisa Smedman
      No more wimpy watch! Give the city guard psionic powers.
    6. Arcane Lore: Sea Magic ~ Deborah Christian
      Sail away with maritime magic.
    7. Bazaar of the Bizarre: Elven Magic ~ Robert S. Mullin
      We know they make great cloaks and boots: what other magical tricks do elven wizards have up their sleeves?
    8. Dangerous Ground ~ William J. White
      Fights are more fun when your character is twelve stories up.

  • #221

    1. In Dreams ~ Dave Gross
      Venture beyond the walls of sleep, into the land of the dream wizards.
    2. Magic of Kings, Magic of the Land ~ Kevin Melka
      Potent magic comes from a mage-king's connection to the land he rules.
    3. The Little Wish ~ Jon Winter
      Is a cantrip magical garbage or an overlooked treasure? Uses for the apprentice's favorite (and only) spell.
    4. Ley of the Land ~ Carrie Bebris, Anne Brown, and Ed Stark
      To master the greatest magic, a wizard regent needs conduits of magical power.
    5. Arcane Lore: Zala's Book of Barriers ~ John W. Baichtal
      Away with ye! Making abjuration fun.
    6. Eight Ways to Tame the Dark Overlord ~ Peter Zelinski
      Helping PCs survive and flourish against archvillains.
    7. Dragon's Bestiary: Lords of Chaos ~ Edward Bonny
      The frog-men are coming! The frog-men are coming!
    8. Bazaar of the Bizarre: Magical Items for Familiars ~ James R. Collier
      Helpful features for helpful creatures.
    9. The Ecology of the Crystal Spider ~ Rudy Thauberger
      A web of sunlight, a shell of steel, and a mind the size of a walnut.
    10. 101 Uses for a Portable Hole ~ Kevin N. Haw
      Would you believe that six canoes fit in one of these babies?

  • #222

    1. The Death Knight ~ Ed Stark
      To keep your campaign lively, sometimes you need a little extra-powerful un-life.
    2. The Necrology of the Penanggalan ~ Paul F. Culatta
      Some forms of undead are so terrifying and fell that even mighty paladins can fall prey to their powers.
    3. Roaming the Realms: The Green Elves of Faerun ~ Belinda G. Ashley
      Don't travel in Faerun without reading this ranger's report on some of the notable and more infamous tribes of elves dwelling in the realms.
    4. It's All In the Details ~ Jamie Nossal
      Illusions are potentially more deadly than you think.
    5. Adding Substance to Psionic Combat ~ Bill Slavicsek
      It's mental combat, so try using imagination in its execution.
    6. Running Scared... and Really Fast! ~ Spike Y. Jones
      Scare your superheroes right out of their tights.
    7. Who Needs Hit Points When You Have Credit? ~ Peter C. Zelinski
      Eight ways to give 0-level bad guys an edge over powerful PCs.
    8. Secrets of the Sunless Seas ~ Wolfgang Baur
      In the depths of the Underdark, the powerful aboleths use glyph magic.
    9. A Slither in the Dark ~ Gregory W. Detwiler
      A retired officer of the British Raj reflects on his encounter with a fierce creature of the Mythos.

  • #223

    1. The Lords of the Nine ~ Colin McComb
      The Lords of the Nine Layers of Baator have been revealed at last. Do you dare read about them?
    2. Primal Rage ~ Rob Letts and Wayne A. Haskett
      Straight to your campaign from the hottest video game of our time come three new demi-gods.
    3. The Right Monster for the Right Adventure ~ Gregory W. Detwiler
      Picking your scenario appropriately will make the many horrors of the Cthulhu Mythos that much more terrifying.
    4. Dragon's Bestiary: Four Guardian Gargoyles ~ John W. Baichtal
      If you think you know all about gargoyles -- think again.
    5. Bazaar of the Bizarre: Nine Rings to Rule Them All ~ Robert S. Mullin
      Nine new rings for attack, defense, and esoteric pursuits.
    6. Ecology of the Chitine ~ Belinda G. Ashley
      A drow scout reports her observations of a tribe of Chitine.

  • #225

    1. Skills & Powers In Eight Easy Steps ~ John D. Rateliff and Skip Williams
      Following this simple step-by-step how-to, you can design unique player characters using the new PLAYER'S OPTIONTM: SKILLS & POWERS book.
    2. Secret Origins and Motivations of Player Characters ~ Fraser Sherman
      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.
    3. Caste of Character ~ Michael A. Selinker
      The Indian subcontinent comes alive with new PC and NPC kits; from paladin-like Kshatrias to ascetic Yogis, it's all here.
    4. I'm Okay, You're One-Dimensional ~ David Clarke
      Having trouble coming up with a clear personality for your PCs? Look no farther than your nearest TV screen.
    5. Back in the Saddle (Again) ~ Clayton R. Beal
      Why is mining a Wisdom-based skill? Time for a fresh look at how we handle nonweapon proficiencies.
    6. Campaign Classics: Three Greyhawk Grimoires ~ Robert S. Mullin
      Learn about the spellbooks of the most feared mages of Oerth: Vecna, Iggwilv, and Acererak.
    7. Rogue's Gallery: D'Naleri ~ Robert Martin
      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.
    8. Dungeon Mastery: What To Do When Your Party Wants to Split Up ~ Paul Culotta
      Next time your players want to go off in different directions, try this little trick to keep things interesting.

  • #226

    1. The Magic Goes Away ~ Paul Fraser
      What's the secret to game balance? Could it be limiting the number and power of users of magic?
    2. Rome May Not Have Been Built In a Day, But... ~ David Clarke
      Your campaign world can be. This simple step-by-step walkthrough shows how to make one in just a few hours.
    3. Off-the-Cuff NPCs ~ Melissa C. Thompson
      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.
    4. Improve with Improve ~ Jason Strasser
      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.
    5. Dot to Dot ~ Michelle Bottorff
      They may all look alike on the map, but not all cities are identical. Don't make all your towns clones of each other.
    6. Powers From the Past ~ Andrew Turpin
      Sometimes it's the things people do that make their objects magical.
    7. Arcane Lore: Monsoons and the Power of Om ~ Michael A. Selinker
      These powerful new wizard and priest spells come from the Indian subcontinent.
    8. Bazaar of the Bizarre: Magical Scabbards and Sheaths ~ David Howery
      Sometimes, it's not the sword that's magical...
    9. Rogue's Gallery: Theahtyn ~ Robert Martin
      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.
    10. Campaign Classics: The Magical Sands of Zakhara ~ Rudy Thalberger
      When your world is surrounded by sand, that becomes the tool you use. These wonderous sands were once the exclusive possessions of sha'irs.

  • #227

    1. The Secrets of Successful Dungeon Building ~ Mathew Guss
      It's more than just drawing lines on a sheet of graph paper. How do you really design a dungeon that breathes?
    2. Report from Undermountain ~ Steven E. Schend
      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.
    3. Journeys to the Deepest Dungeons ~ Wolfgang Baur
      Okay, you want to explore the Underdark. To improve your player character's chances of survival, read this first.
    4. They're in the Book ~ John Baichtal
      How do you hide a clue in a library? Better yet, how do you find a clue in a library?
    5. And the Rockets' Red Glare ~ Dale A. Hueber
      Firework magic adds a new aura of flash and dash to your mage's portfolio.
    6. Dragon's Bestiary: Monsters of the Underdark ~ Wolfgang Baur
      Ten new terrifying creatures from the world without light, presented in MONSTROUS COMPENDIUM® style.
    7. Ecology of the Osquip ~ Johnathan M. Richards
      Oh, rats!
    8. Bazaar of the Bizarre: Dwarven Magical Items ~ Robert S. Mullin
      Why do we think only elves have the edge when it comes to producing magical items?

  • #228

    1. Real Jungles ~ Gregory Detwiler
      Forget those Tarzan movies. Let us tell you about campaigning in the real jungle.
    2. 101 Uses for a Wet Blanket ~ Spike Y. Jones
      The humble woolen blanket can save you PC's life. You'll never look at bed linens the same way.
    3. The Athalantan Campaign ~ Ed Greenwood
      What were the Realms like when Elminster was young? Venture to the Kingdom of Athalantar to find out.
    4. All in the Family ~ Bryan Hudson
      Give your PCs more depth and your game more motivation by making family ties bind.
    5. Greater Familiars of Faerun ~ Jean Rabe
      Here's a solution for when your mage's animal companions become too familiar.
    6. Venturing into the City ~ Paul F. Culotta
      Sooner or later, you have to deal with a city-based campaign. It's best to be ready.
    7. The Dragon's Worstiary: Golems ~ Anne Brown
      They're new... they're terrifying.. they're chocolate, chia, and plush golems!
    8. Rogue's Gallery: Gangsters of the Underdark ~ Keith "Pinball" Strohm
      Can adventurers survive against these members of the real underworld? Only Sir Elliot of Kness knows.
    9. Dungeon Mastery: The DM's Quick Random Campaign Generator ~ Serge Stelmack
      One d12 is all you need to create truly memorable campaigns.
    10. What's So Funny? ~ Ed Stark
      Can serious games be fun, too?

  • #229

    1. Magic Miscibility ~ James Collier
      So you've got all this magic. What can go wrong?
    2. The Rhabdomancer ~ Stever Berman
      It's finders keepers for mages who specialize in divining and dousing.
    3. Illusions of Grandeur ~ Rogers Cadenhead
      Hear Emil Duli Wonk tell you what you really need to know for your PC illusionists.
    4. Curses ~ Ed Rice
      When you want to do your very worst...
    5. A Wizards' Three ~ Chris Perry
      Three new mages: frost wizards, fiend slayers, and spiritualists.
    6. The Dimensional Wizard ~ Barry A.A. Dillinger
      A new kit for wizards specializing in dimensions and planar travel.
    7. Survival of the Smartest ~ Lloyd Brown III
      Heed your instructor and keep those 1st-level mages alive.
    8. Bazaar of the Bizarre: The Magic of India ~ Michael Selinker
      Magical items from the India of song and legend.
    9. Rogue's Gallery: Tylk ~ Skip Williams
      Meet Til-Kyrmeldur ap Puirdoch, Tylk to his friends. This half-elven druid/ranger believes in the goodness of all.
    10. Campaign Classics: The Wu Jen ~ Dave "Zeb" Cook
      The powerful mage from the Oriental Adventures gets a facelift for 2nd Edition.
    11. Dungeon Mastery: "A" is for NPC ~ Keith Strohm
      Tips on making a Grade-A NPC.
    12. Magic Doesn't Always Go "Boom" ~ Christopher Byler
      Not all magic has to be flashy.

  • #230

    1. The Orbs of Dragonkind ~ Roger E. Moore
      Eight powerful artifacts from the world of Oerth, each as dangerous to the wielder as to the dragons they were designed to control.
    2. Dragonslayers ~ Wolfgang Baur
      You'll need every possible edge to join the ranks of the dragonslayers.
    3. Dragons of Legend ~ John D. Rateliff
      From Fafnir to Smaug, the dragons of fantasy literature range from the fearsome to the absurd.
    4. Fire on the Five Peaks ~ Ed Stark
      Two of the terrible wyrms of Cerilia are nearly lost to legend. One of them is even more dangerous dead than alive.
    5. Wyrms of the North ~ Ed Greenwood
      The premier installment of a new series detailing the most powerful dragons of the FORGOTTEN REALMS® setting.
    6. Arcane Lore: Dragon Dweomers ~ Robert S. Mullin
      Terrible new enchantments and powerful magical items to make the bravest dragonslayer tremble.
    7. Rogue's Gallery: Heroes of the Highlands ~ Carrie A. Bebris and Duane Maxwell
      Four heroes from the BIRTHRIGHT® setting's newest campaign expansion.

  • #231

    1. The Master Thief ~ Karl Garrison
      When you're the best you are at what you do, how can you get any better?
    2. The Thief Who Came in from the Cold ~ Renee Stern
      Tired of picking pockets? Sick of running from the law? Well, when you can't beat 'em...
    3. The Spying Game ~ Michael T. Kuciak
      A player's primer to the game of spying -- but be ready to play for keeps.
    4. Why Spy? ~ Larry Granato
      "The name is Bond..."
    5. Defilers & Preservers ~ Bill Slavicsek
      Six powerful new wizard kits for the devastated lands of Athas.
    6. Wyrms of the North ~ Ed Greenwood
      Beware when this lonely dragon asks you up for a bite.

  • #232

    1. Weapons of the Waves ~ Rich Baker
      Seapower can be the key to conquest in any nautical campaign.
    2. En Garde! ~ Cindi Rice
      Shh! Here are the secrets of the deadliest swordsmen in the SAVAGE COASTTM campaign.
    3. And the Walls Came Down ~ Steve Berman
      The most famous siege engines, by way of legerdemain and legend.
    4. A Flurry of Swords ~ Gregory W. Detwiler
      A sword is a sword is a sword. Right?
    5. Sorcerous Sixguns ~ Roger E. Moore
      What barks over here and bites over there? This ain't your father's magic missile!
    6. The Ecology of the Roper ~ Johnathan M. Richards
      Discover the nature of these underdark horrors through the strange "visits" of a most unusual guide.
    7. Wyrms of the North ~ Ed Greenwood
      Elminster and Volo describe the depredations of one of the mightiest red wyrms of Faerun.

  • #233

    1. Going to Court ~ Larry Granato
      Where etiquette is more powerful than blind-fighting, and Charisma more telling than Strength.
    2. On Wings of Eagles ~ James Estes
      The loftiest of the elves are those that soar high above the forests.
    3. Fiendish Fortresses ~ Monte Cook
      The infernal bastions of the Blood War can be a royal pain to the fiendish lords who lay siege to them.
    4. Wyrms of the North ~ Ed Greenwood
      Volo and Elminster warn us of a manipulative green dragon who would be queen.
    5. Campaign Classics: Scions of the Desert ~ Jim Parks
      The Land of Fate is the perfect setting for the bloodlines and domains of regents.
    6. Bazaar of the Bizarre: Magical Armor ~ Robert S. Mullin
      Armor, helms, and shields fit for a king.

  • #234

    1. Nocturnal Crusade ~ Jay Knioum
      In the war against the undead, the wise crusader arms himself.
    2. The Draconomicon ~ Jamie Nossal
      The dracolich isn't the only form of undead dragon, only the greatest. Here are the "lesser evils."
    3. The Book of Souls ~ Robert S. Mullin
      Some books really should be banned.
    4. Crypt Rangers & Defenders ~ Ross Allen Clifton
      It's one thing to stay overnight in a graveyard on a dare...
    5. Undead Again ~ Steven Brown
      Death has never been the end to a hero's career, but this isn't what you probably had in mind.
    6. Artifacts of Athas ~ Kevin Melka
      The magical artifacts of the DARK SUN® setting are just as dangerous as they are powerful.
    7. Wyrms of the North: Daurgothoth ~ Ed Greenwood
      The most fearsome of the great wyrms are those that just don't know when to die.
    8. Dragon's Bestiary: A Necromancer's Armory ~ Rudy Thauberger
      The necromancer's weapons are walking nightmares.
    9. Bazaar of the Bizarre: Lich Magical Items ~ Johnathan M. Richards
      Why should the good guys have all the wonderful toys?

  • #235

    1. Planar Heroes ~ Ed Bonny
      SKILLS & POWERS give you the edge you need to survive the multiverse -- or any Prime Plane, for that matter. This huge special feature provides PLAYER'S OPTIONTM rules especially for the PLANESCAPE® setting, but adaptable to any fantasy role-playing world.
    2. Mage on Deck! ~ Ted Zuvich
      The Shipmage: Don't leave port without one.
    3. Dragon's Bestiary: Monsters of the Lower Deep ~ Gregory W. Detwiler
      Venture too deep into the ocean's depths, and these are the fishes you'll end up feeding.
    4. Arcane Lore I: Sea Spells ~ Brian Dunnell
      A full complement of spells to save you from a watery grave.
    5. Ecology of the Troglodyte ~ Spike Y. Jones
      OK, so they stink. But they're very sensitive about it.
    6. Arcane Lore II: Spells of the Scaled ~ Steve Berman
      A few nasty surprises from some cold-blooded spellcasters.
    7. Dungeon Mastery: Let's Get Physical ~ Troy Daniels
      The basics of physical DMing.

  • Annual #1

    1. Ecology of the Wyvern ~ Spike Y. Jones
      Stings, don't it?
    2. Arcane Lore: Scrolls of the Ice Mage ~ Anne W. Davis
      Frosty new spells for all wizards.'
    3. Dragon's Bestiary: Monsters of the Underdark ~ Keith A. Stohm
      The reason you should be afraid of the dark.
    4. Campaign Classics: The Scro ~ Roger E. Moore
      The Chosen of Dukagsh are poised to invade worlds in any crystal sphere.
    5. Dungeon® Adventures: Wyrmsmere ~ Christopher Perkins
      Three stolen potions of dragon control and a renegade band of adventurers.
    6. Bazaar of the Bizarre: Strange Armor ~ Michael Lambert
      For the fashion-conscious adventurer.
    7. Rogue's Gallery: In Silver Shadows ~ Elaine Cunningham
      From the pages of the novels come three new heroes.
    8. Gem of the North ~ Steven E. Schend and Ed Greenwood
      The new kingdom of the north deserves a grand palace.
    9. Between the Ages ~ Douglas Niles and Harold Johnson
      The Chaos War ended the Fourth Age of Krynn; here are the events that herald the Age of Mortals.
    10. Vampires A-Z ~ William W. Connors
      Beyond Vlad, beyond Lestat, beyond everything you thought you knew about vampires.
    11. Beyond the Flanaess ~ Skip Williams
      The lost map of Oerth rediscovered.
    12. A Handful of Keys ~ Robert R. Prager and Ray Vallese
      They're always in the last place you look.
    13. Guilds of Cerilia ~ Ed Stark and Carrie A. Bebris
      When crime doesn't pay, go straight for a profit.
    14. Heroes of Athas ~ Ed Bonny and Bill Slavicsek
      PLAYER'S OPTIONTM: Skills & Powers rules for your DARK SUN® heroes.

  • #236

    1. Heroes of Faith ~ Brian Linville
      Create your own specialty clergy with these new Skills & Powers.
    2. The Seldarine Revisited ~ Chris Perry
      Never before seen, the forgotten deities of the elven pantheon.
    3. Elemental Summoning Gone Wild ~ Ed Bonny
      If anything can go wrong...
    4. Mystics, Miracles, and Meditations ~ James Wyatt
      New priest kits and proficiencies for the Masque of the Red Death setting.
    5. The Ruin of Adlersburg ~ Ed Stark
      A haunting in the Havens of the Great Bay.
    6. Tracking the Faith ~ Lachlan MacQuarrie
      Keep those priests in line with Piety Points.
    7. Children of the Night ~ Paul Culotta
      Three unusual new vampires for the FORGOTTEN REALMS® setting or your own campaign world.
    8. Arcane Lore: Demihuman Priest Spells ~ Robert S. Mullin
      Spells for the dwarven, elven, gnomish, and halfling priest of your campaign.
    9. Wyrms of the North: Deszeldaryndun Silverwing ~ Ed Greenwood
      When you're on the run from Balagos, who can you turn to?

  • #237

    1. Wild at Heart ~ Steve Berman
      Four new wilderness kits for every class, including new wizard and priest spells.
    2. Man's Best Friend ~ Clayton R. Beal
      What are you saying, Lassie? Timmy's being attacked by orcs?
    3. On a Waterless Sea ~ Todd Stigliano
      Big wheels for the heroes of Athas.
    4. Hidden Talents ~ William W. Connors
      A simple skills system for the SAGATM rules.
    5. I'm a What?! ~ Lachlan McQuarrie
      Fun with reincarnation.
    6. Wyrms of the North: Eldenser ~ Ed Greenwood
      Is that a dragon in your sword?
    7. Dragon's Bestiary: Venomous! ~ Kevin Melka
      Poisonous reptiles from the jungles of the real world, plus more poison types for your own new monsters.
    8. Campaign Classics: Lupins of the MYSTARA® Setting ~ Bruce Heard
      The many breeds of lupins make fine canine PCs.
    9. Bazaar of the Bizarre: Long Shots ~ Brian Dunnell
      New magical items to set your archers aquiver.

  • #238

    1. Mommy Dearest ~ Lawrence R. Wenzel
      Mess with this non-player character and you'll be sent to your room without supper!
    2. Villains, Like Fine Wine ~ Lloyd Brown
      Make sure that your ancient villains improve with age.
    3. Gangsters of the Underdark ~ Keith Francis Stohm
      Sir Eliot of Kness opens the Hex-Files.
    4. The Return of the Wizards Three ~ Ed Greenwood
      The new Wizards Three meet once more to swap spells over pizza and ice cream.
    5. Bazaar of the Bizarre: The Rewards of Villainy ~ Wolfgang Baur
      Magical items for villains.
    6. Wyrms of the North: Felgolos ~ Ed Greenwood
      They call him "The Flying Misfortune."
    7. Dragon's Bestiary: Spawn of the Sewers ~ John Baichtal
      Right under your feet.
    8. Dragon's Bestiary: The Other Mummies ~ Richard Pengelly and Brian Walton
      Hard-hearted killers from bogs and glaciers.
    9. Rogue's Gallery: Silent Sheehan ~ Jason Kuhl
      A despicable NPC from the RAVENLOFT® setting.
    10. Dungeon Mastery: Villainy and Intrigue ~ Steve Miller and Sue Wienlein Cook
      Start with your villain, and then weave a cunning plot for your players.

  • #239

    1. Sneaky Devils ~ Skip Williams
      Nefarious tricks of the ocean's most vile predators.
    2. 101 Dirty Orc Tricks ~ John Baichtal
      Boring orcs? Here's how to liven any encounter with humanoid opponents.
    3. Aurora's Undermountain Sale ~ Paul F. Culotta
      No underground explorer should be without a few tricks of his own.
    4. Magical Locks ~ Robert S. Mullin and Charles M. Andrulis
      Keep your treasure safe from lockpicks and knock spells.
    5. A Sage of Your Own! ~ Stephen Kenson
      Love the SAGATM system but want to play Drizzt? No problem!
    6. Wyrms of the North: Galadaeros ~ Ed Greenwood
      Here is a true ladies' dragon.
    7. Ecology of the Stirge ~ Tim Richardson
      Bloodthirsty little horrors.
    8. Dragon's Bestiary: The Little People ~ Brian Corvello
      Four tricky little fellows.
    9. Arcane Lore: Larcenous Legerdemain ~ Jeff Dancey
      New spells for the criminally inclined.
    10. Dungeon Mastery: Mind Games ~ Ed Carmien
      How to trick your players into having more fun.

  • #240

    1. The Murder Medieval ~ Jon Pickens
      Detective fiction throughout the ages can inspire many a mystery for AD&D® game sleuths.
    2. Mysterious Cities ~ James Wyatt
      The Red Death spreads its subtle fingers farther across the globe of Gothic Earth. New source material for any 1890s horror campaign.
    3. Goddess of Shadows, Guild of Thieves ~ Sue Wienlein Cook and slade
      Ela's Quick Finger Guild: a new church and thieves' guild for players of the BIRTHRIGHT® campaign or any AD&D world.
    4. Saga of the Mists ~ Matthew L. Martin
      Use the story-driven SAGATM System to drive the mysteries in your RAVENLOFT® campaign.
    5. Mysteries of the Dead Gods ~ Monte Cook
      Care to visit the graveyard of the gods? A new mystery for planar travelers to explore.
    6. Ecology of the Nymph ~ Johnathan M. Richards
      The Monster Hunters learn a harsh lesson after their past hunt.
    7. Wyrms of the North ~ Ed Greenwood
      Gaulauntyr the thief dragon is a subtle schemer.
    8. Dungeon Mastery ~ Steve Berman
      More than one hundred little mysteries for the DM to develop.
    9. Bazaar of the Bizarre ~ Brian P. Hudson
      Need a hand? How about a leg?

  • #241

    1. Great Excavations ~ Steve Berman
      Indiana Jones look out! New kits, spells, and proficiencies for making your next dungeon crawl a journey through time.
    2. Chronicle of Cerilia ~ Carrie A. Bebris and Ed Stark
      A timeline of the BIRTHRIGHT® campaign, with new material for your AD&D® game.
    3. Legacies of the Suel Imperium ~ Roger Moore
      Five races spawned by the ancient sorcerers of the GREYHAWK® setting, now available as player characters.
    4. Modron Magic ~ Monte Cook
      The modrons are on the march again, and just look at their new toys!
    5. Wyrms of the North ~ Ed Greenwood
      Hoondarrh the Red Rage lacks neither cunning nor power.
    6. Arcane Lore ~ Robert S. Mullin
      More sorcerous tomes from three of the most notorious ancient wizards in "Greyhawk Grimoires II."
    7. Dungeon Mastery ~ Jon Pickens
      Let the Spirit of the Age determine the personality of your NPCs.
    8. Campaign Classics ~ Wolfgang Baur
      The evil Yikaria weave their wicked plots from "The Roof of the World."

  • #242

    1. Laws of Spell Design ~ Ted Zuvich
      Designing new spells has always been tricky business, until now.
    2. The Magic of Kyrnn Reborn! ~ Stephen Kenson
      Magic is back in the Fifth Age of the DRAGONLANCE® campaign.
    3. Mage Construction ~ Michael Lambert
      Spellcasters can make the best masons and carpenters without even dirtying their hands.
    4. Learn More About Magic ~ Lachlan MacQuarrie
      Once you've succeeded at Spellcraft 101, where do you turn next?
    5. Jet the Wizards Three ~ Ed Greenwood
      A few little magics from the wizards of Faerun and Oerth.
    6. Wyrms of the North ~ Ed Greenwood
      Shocking secrets revealed about "The Dragon of the Statues."
    7. Bazaar of the Bizarre ~ Bruce Schmidt
      Drizzt Do'Urden isn't the only one with one of the "Magical Allies."
    8. Arcane Lore ~ Lloyd Brown
      Morion the Bard has invented his own repertoire of "Spells of Sight and Sound."
    9. Dragon's Bestiary ~ Bruce Schmidt
      The wizards of the Arcane Age left a legacy of "Talisman Servants."
    10. Ecology of... ~ Johnathan M. Richards
      The secret lives of the patchwork monsters known as "Mongrelmen."

  • Annual #2

    1. Arcane Lore ~ James Wyatt
      From the spellbook of the thief/illusionist Jannes come these "Fantastic Phantasms."
    2. Bazaar of the Bizarre ~ Oren Schnurr
      Here are some "Magical Cups and Flasks" to hold that brew that is true.
    3. Campaign Classics ~ Dale Donovan and Bill Slavicsek
      For players of the DARK SUN® and PLAYER'S OPTIONTM rules alike, here are the "Mindscapes of Athas and Beyond."
    4. Dragon's Bestiary ~ Belinda Ashley
      Your heroes will find only cold comfort in the clutches of these "Arctic Monsters."
    5. Dungeon Mastery ~ Lloyd Brown
      What happens between adventures is often the "Talk of the Town."
    6. Ecology of... ~ Johnathan M. Richards
      Everything you wanted to know about "The Ecology of the Shambling Mound."
    7. Rogue's Gallery ~ Kate Novak and Jeff Grubb
      From the pages of Finder's Bane and Tymora's Luck comes "Finder's Band."
    8. Dragonwyr ~ Christopher Perkins
      The wicked Toxin is at it again in this sequel to last year's "Wyrmsmere."
    9. Cry Havoc ~ Jason Asbel
      Converting the BIRTHRIGHT® War Cards to the BATTLESYSTEMTM rules.
    10. Hark, the Herald ~ Steven Brown
      A new SAGA® character role (and AD&D® game character kit) for the DRAGONLANCE® setting.
    11. The Magic of Myth Drannor ~ Ed Greenwood
      Powerful items and spells from the lost empire of the elves.
    12. Founding Greyhawk ~ Gary Gygax
      The creator of the GREYHAWK® campaign recalls the earliest days of its existence.
    13. Pox of the Planes ~ Ed Bonny
      The hags have cornered the market on larvae and altroloths.
    14. Villains of Gothic Earth ~ James Wyatt
      Eight monstrous adversaries from the age of Victorian horror.

  • #243

    1. Destriers of the Planes ~ Steve Berman
      Nine fantastic steeds from the Outer Planes.
    2. Holy Swords of the Realms ~ Lloyd Brown
      Weapons both divine and infernal.
    3. He's Got Personality ~ David Brumbaugh
      A paladin's Charisma works differently from that of a bard or enchanter, and here's how.
    4. The Treasures of Krynn ~ Stephen Kenson
      The Fifth Age brings both new and legendary magical items to the DRAGONLANCE® setting.
    5. Enchanting Weapons ~ Mike Nystul
      The DM's guide to making the most of your magical weapons.
    6. In a Class by Themselves ~ Tom Doolan
      Create a new kind of knight by making multi-class humans -- using only the DUNGEON MASTERTM Guide.
    7. Wyrms of the North ~ Ed Greenwood
      A steel dragon claims Waterdeep as her home, so visitors beware "The Wyrm of Many Spells."
    8. Bazaar of the Bizarre ~ Brian Dunnell
      A knight needs the finest in "Helms and Armor."
    9. Dragon's Bestiary ~ Johnathan M. Richards
      "Magical Crossbreeds" range from cute to deadly.
    10. Arcane Lore ~ Anthony Nixon and David Head
      For those who would seek these magical tomes of the GREYHAWK® campaign: "Caveat Emptor."
    11. Dungeon Mastery ~ Don Perrin
      A brief survey of historical knights, with a DM's bibliography for campaign inspiration.

  • #244

    1. Warriors of the Wind ~ Michael Lambert
      Learn the tactics of fighting airborne opponents, and add four new flying races to your AD&D® campaign, either as opponents or allies for your PCs.
    2. Xakhun Airship ~ Roger Raupp
      The drow could never aspire to conquer the skies, could they? Learn the secrets of the Xakhun clan's plan for conquest of the outer world.
    3. Wyrms of the North ~ Ed Greenwood
      No adventurer should ever underestimate the danger of a dragon named "Old Snarl," unless one's prepared for "a right bit of Klauth work."
    4. Arcane Lore ~ Robert S. Mullin
      "Spells of Elemental Air" can take your wizards to new heights.
    5. Bazaar of the Bizarre ~ James Wyatt and Steve Berman
      From the mechanical to the magical, peruse this fine selection of "Miracles of Flight."
    6. Ecology of the Sphinx ~ Johnathan M. Richards
      A clever wizard applies his knowledge of the four sphinxes to profit from their natural animosity.

  • #245

    1. The Heart of the Forge ~ Wolfgang Baur
      The secrets of dwarven craft -- and of dwarven life itself -- begin at the forge.
    2. Mindstalkers ~ Bruce R. Cordell
      No denizens of the Underdark are more awful than the illithids... and no warriors more deadly than those dwarves who hunt them.
    3. Little Rascals ~ Steve Berman
      Four new rogue kits for your dwarven PCs, including the delver, the hoardsacker, the scurr, and the talebearer.
    4. Best Behavior ~ Christopher Perkins
      Dwarven etiquette? Yes, there is such a thing, and here is the definitive guide on its finer points.
    5. Wyrms of the North ~ Ed Greenwood
      Lhammaruntosz, the "Claws of the Coast," is a bronze dragon with an eye for business.
    6. Rogues Gallery ~ Troy Denning
      From the pages of Crucible: The Trial of Cyric the Mad, here are three powerful new characters for your campaign.
    7. Bazaar of the Bizarre ~ Kevin Melka
      Not all artifacts are magical, but no less precious are these "Dwarven Relics."
    8. Ecology of the Steeder ~ Johnathan M. Richards
      A clever wizard applies his knowledge of the four sphinxes to gain a little profit.

  • #246

    1. The Wizard's Companion ~ Lloyd Brown III
      Better than a familiar, the homonculous can be a wizard's best friend.
    2. The Omega Variant ~ Bill Slavicsek
      Take the role of Concord marine Jonar Kage in this exciting solo adventure, and learn the ALTERNITYTM rules as you play.
    3. A Few Good Henchmen ~ Christopher Perkins
      Next time your PCs need a henchman quickly, pick one of these 101 NPCs.
    4. The Wizards Three ~ Ed Greenwood
      Elminster, Rautheene, and Mordenkainen meet once more to trade spells and... steal sandwiches?
    5. Wyrms of the North ~ Ed Greenwood
      Manipulative sapphire dragon Malaeragoth is "The Dragon Unseen."
    6. Rogues Gallery ~ Dale Donovan
      From the pages of the ADVANCED DUNGEONS & DRAGONS® comic com "The Heroes of Selune's Smile."
    7. Ecology of the Flumph ~ Johnathan M. Richards
      Beware the awesome might of the flumph! No, really. We're serious!
    8. Bazaar of the Bizarre ~ B.A. Landires
      Spice up your campaign with "Cauldrons and Cookery."
    9. Dragon's Bestiary ~ Gergory W. Detwiler
      Fight the battle for Krynn against "Creatures of Chaos"!

  • #247

    1. Rakasta of Mystara ~ Bruce Heard
      Add these feline heroes to your campaign.
    2. The Taltos ~ Tom Moldvay
      Spirit-hunting rogues, the taltos combine magical and martial power.
    3. Heroes of Cerilia ~ Ed Bonny
      Skills & Powers rules for the BIRTHRIGHTTM setting or any AD&D® campaign.
    4. Wyrms of the North ~ Ed Greenwood
      Silver Miirym guards Candlekeep as "The Sentinel Wyrm."
    5. Rogue's Gallery ~ Kate Novak
      "The Crew of the Realms Master' return to your campaign.
    6. Bazaar of the Bizarre ~ Sebastian Dietz
      Look here for some "Magic That Works."
    7. Dragon's Bestiary ~ Johnathan M. Richards
      Before kissing for princes, study these "Anurans."
    8. Dungeon Mastery ~ Brent Knowles
      Before giving up on language barriers, "Give Them Pidgins."

  • #248

    1. The Missing Dragons ~ Richard Lloyd
      A classic article returns with three new dragons for the AD&D® game.
    2. Building a Better Dragon ~ Paul Fraser
      Teaching an old dragon new tricks is as easy as perusing this menu.
    3. Crystal Confusion ~ Holly Ingraham
      Everything -- and we mean everything -- you'll ever need to know about gems.
    4. The Dragon of Vstaive Peak ~ Ed Stark
      There's no exagerration when Vore Lekinskiy is called "a mountain of a dragon."
    5. Wyrms of the North ~ Ed Greenwood
      The evil woman Morna Auguth is now "The Moor Dragon."
    6. Arcane Lore ~ Robert S. Mullin
      For priestly dragons... "Dragon Dweomers III."
    7. Dragon's Bestiary ~ Gregory W. Detwiler
      These creatures are distant "Dragon-kin."
    8. Dungeon Mastery ~ Rob Daviau
      If you're stumped for an adventure idea, find one "In the News."

  • #249

    1. Seeds of Evil ~ James Wyatt
      Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror.
    2. Below the Tomb of Horrors ~ Bruce R. Cordell
      New terrors to add to the classic AD&D module or any cryptic dungeon in you campaign.
    3. Sixguns and Sesheyans ~ Rich Baker
      Back to the future with ALTERNITY® game rules for Old West firearms, plus guidelines for creating your own Weird West campaign.
    4. Wyrms of the North ~ Ed Greenwood
      The guile and subtlety of a drow lurks behind the smile of "The Dark Lady."
    5. Giants in the Earth ~ J. Gregory Keyes
      New legends from the "World of the Waterborn."
    6. Bazaar of the Bizarre ~ Jeffrey Mendoza
      Before your next trk, shop at "A Traveler's Emporium."
    7. Arcane Lore ~ Ed Bonny
      Discover the dire powers of "The Lost Spellbook of Rary the Traitor."
    8. Dungeon Mastery ~ Holly Ingraham
      Learn the vocabulary of the Underdark in "Deep Meanings."

  • #250

    1. Heroes of the Sea ~ James Wyatt
      Aquatic PCs for your AD&D® game campaign.
    2. The Dimernesti ~ Steven Kenson
      The sea elves of Krynn are deeper than you think.
    3. Warships of the Sea ~ Keith Francis Strohm
      New vessels, cannons, and a seafarer's lexicon.
    4. Interfaces: The World of the Mechalus ~ Wolfgang Baur
      Who are these half-mechanical aliens?
    5. Sunken Treasures ~ Steve Berman
      How to salvage that soggy swag.
    6. Wyrms of the North ~ Ed Greenwood
      The Silmerhelms are kept safe by "The Wyrm Who Watches."
    7. Dragon's Bestiary ~ Johnathan M. Richards
      A small menagerie of new "Aquatic Creatures."
    8. Arcane Lore ~ Paul Fraser
      Learn where the earth-sorcerer Tisan gained her power in "Secrets of the Arch-Geomancer."
    9. Bazaar of the Bizarre ~ Lloyd Brown III
      Next time you're making a wish list, ask your DM for some "Magic with Class."

  • Annual #3

    1. By Dragons Ruled and Divided ~ Ed Greenwood
      All the wyrms of the North, and their addresses.
    2. Weaponmasters of the Flanaess ~ Lloyd Brown III
      Where to go to brush up on that overhand chop.
    3. Denizens of Dread ~ Owen K.C. Stephens
      More haunted hero kits for your horror campaign.
    4. Planar Pestilence ~ Kevin Melka
      That's a nasty cold you've got.
    5. The Home Front ~ Richard Dakan
      Don't leave home. Period.
    6. Alternate Frontiers ~ Steve Bartell
      A classic is back, this time with the ALTERNITY® game rules.
    7. Marvel Super Science ~ Mike Selinker
      Don't push that button!
    8. Handle With Care ~ Ron Poirier
      It's a simple mission. What could go wrong?
    9. Dragon Ecologies ~ Jay Knioum
      It takes centuries to learn the true secret of the "Soulbond."
    10. Arcane Lore ~ Loren Coleman
      Discover the elemental might of "The Prayers of Stromp & Havvel."
    11. Dungeon Master ~ Lloyd Brown III
      Keep your campaign dynamic with "The Campaign Journal."
    12. Bazaar of the Bizarre ~ Noel Graham
      You can find some delightful surprises at "Falcon's Bazaar."
    13. Dragon's Bestiary ~ Johnathan Richards
      Even fantasy cities aren't free of "Urban Pests."
    14. Rogues Gallery ~ Troy Denning
      Don't be fooled by these "Faces of Deception."

  • #251

    1. Magic of the Seldarine ~ Chris Perry
      Learn the lore of four new elven gods of magic.
    2. Knotwards & Woodsongs ~ Steven Berman
      New enchantments unique to sylvan elves.
    3. Beyond the Tree ~ Miranda Horner
      Play a shaped or quested dryad.
    4. By Any Other Name ~ Owen K.C. Stephens
      Generate names for your elven characters.
    5. Wyrms of the North ~ Ed Greenwood
      Music hath charms, all right. Just ask "The Minstrel Wyrm."
    6. Dragon's Bestiary ~ Johnathan M. Richards
      Bigfoot is only one of many "Missing Links."
    7. Dragon Ecologies ~ Kristin Johnson
      A lost journal reveals "The Ecology of the Wererat."
    8. Rogues Gallery ~ Elaine Cunningham
      The Harpers' Saga ends with the heroes of Thornhold.
    9. AD&D® Aliens ~ David Eckelberry
      From the ALTERNITY® game to your AD&D campaign come "The Sesheyans."

  • #252

    1. Grim Callings ~ Steve Berman
      Four new kits for dark undertakings.
    2. Legacy of Decay ~ Ted Zuvich
      The Harpers thought they'd defeated this old evil.
    3. 101 Hauntings ~ Anne Brown
      Seeds to sow for the most harrowing adventures.
    4. Home, Sweet Headquarters ~ Stephen Kenson
      Every super hero needs a place to hang his cape.
    5. Dragon's Bestiary ~ Michael D. Winkle
      From the tales of M.R. James come "Formidable Visitants."
    6. Wyrms of the North ~ Ed Greenwood
      Felrenden is guarded by "The Unseen Protector."
    7. Bazaar of the Bizarre ~ Brian P. Hudson
      Don't be fooled by the cheerful smiles of these sinister "Jack-o-lanterns."
    8. Arcane Lore ~ Matthew Martin
      Beware what lies in these "Tomes of Forbidden Lore."
    9. Dragon Ecologies ~ Wolfgang Baur
      Wrennar learns too much about "The Ecology of the Ghoul."

  • #253

    1. Spontaneous Enchantments ~ Lloyd Brown III
      Enchant an item is only one way to make a magical weapon.
    2. The Random Magical Weapon Generator ~ Gregory W. Detwiler
      Grab your dice and start rolling.
    3. A Treasure Trove of Tomes ~ Scott Casper
      Knowledge needn't be magical in the GREYHAWK® setting.
    4. Working Class Wizards ~ Lloyd Brown III
      Making magic pay.
    5. With a Twist ~ James Wyatt
      More ways to expand your campaign design.
    6. Sufficiently Advanced Magic ~ Steve Kenson
      Magic in the ALTERNITY® game.
    7. AD&D® Aliens ~ David Eckelberry
      Add a new psionic race to your campaign with the "Fraal."
    8. Wyrms of the North ~ Ed Greenwood
      Subtle Raulothim is "The Silent Shadow."
    9. Arcane Lore ~ Lloyd Brown III
      Divine the truth behind "The Mage's Secret."
    10. Bazaar of the Bizarre ~ Eric A. Jackson and Emilia Agrafojo
      Go shopping for enchanted curiosities at "The Third Time's a Charm."
    11. Dungeon Mastery ~ Brian Murphy
      Start your adventures by saying, "Picture This."

  • #254

    1. The Bigger They Are... ~ Skip Williams
      If you can't beat'em, hire'em.
    2. ...The Harder They Fall ~ Paul F. Culotta
      Or just beat'em smarter.
    3. The Measure of a Monster ~ Lester Smith
      You can learn a lot from the classics.
    4. Are You Proficient? ~ Jack Pitsker
      No campaign ever has too many proficiencies.
    5. Life is the Pits ~ Alec J. Baclawski
      We guarantee you'll fall for these traps.
    6. Wyrms of the North ~ Ed Greenwood
      To the dwarves, this crystal dragon is "Lady Gemcloak."
    7. Dragon's Bestiary ~ Gregory Detwiler
      It's one thing to fight big opponents, but watch out for these deadly "Grave Giants."
    8. Rogues Gallery ~ Robert Suriano
      Among the heroes of the LIVING CITYTM campaign is the half-elf called "Greendale Meadowfield."
    9. Dragon Ecologies ~ Johnathan M. Richards
      It's Brokk's lucky day in "The Ecology of the Cyclopskin."

  • #255

    1. The New Illithid Arsenal ~ Christopher Schwartz
      The squid-heads just got tougher.
    2. Psi-Kits ~ Owen K.C. Stephens and Lloyd Brown III
      Ten new ways to put mind over matter.
    3. Shadow Ways ~ Samuel M. Wright
      The deadliest ninjas kill with a thought.
    4. Baldur's Gate: Candlekeep ~ Chris Avellone
      The new AD&D® computer game expands the FORGOTTEN REALMS® setting.
    5. Powers of the Mind ~ Stephen Kenson
      Psionics in the MARVEL SUPER HEROESTM Adventure Game.
    6. Rogues Gallery ~ Mel Odom
      Jherek and company are all that stands against "The Threat From the Sea" in this prelude to the year's new FORGOTTEN REALMS trilogy.
    7. Bazaar of the Bizarre ~ Christopher Schwartz
      For both DARK SUN® and other AD&D® players, these "Life Shapes of Athas" are strange new magic.
    8. Wyrms of the North ~ Ed Greenwood
      Thalagyrt might be a royal pain, but when you need an answer to your question, see "Old Lord Memory."
    9. Starship Perks & Flaws ~ David Eckelberry and Andy Collins
      For better or for worse, alterations to your space vehicles.

  • #256

    1. Rogue Heroes ~ Mark Hart
      Dozens of ways to improve your Thieves and Bards.
    2. Hidden Agendas ~ Andy Miller
      Secret societies from the GREYHAWK® setting.
    3. The Lost Giants of Krynn ~ Richard Dakan
      There's big trouble in the lands of Ansalon.
    4. Wyrms of the North ~ Ed Greenwood
      Where does he get those wonderful toys? The answer might escape even "The Silver Flame."
    5. Dragon's Bestiary ~ Daniell Freed
      From the world of Heretic II come "Creatures of Parthoris."
    6. Arcane Lore ~ James Wyatt
      Bards and Spellsingers can learn a new tune from these "Haunting Melodies."
    7. Bazaar of the Bizarre ~ Mike Ferguson
      Burglars and Troubleshooters alike will want to lay hands on these "Tools of the Trade."