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Dragon Magazine #182
Issue #182 Vol. XVII, No. 1 SPECIAL ATTRACTIONS Dragons: the lords of fantasy June 1992 9 Our annual tribute to our namesakeslong may they live! Publisher Not Cheaper by the Dozen Spike Y. Jones James M. Ward 10 Twelve of the DRAGONLANCE® sagas most egg-citing creations. Editor The Vikings' Dragons Jean Rabe Roger E. Moore 17 Linnorms: the first of a two-part series on the Norse dragons. The Dragons Bestiary Gregory Detwiler Associate editor 25 unhealthy branches of the dragon family tree. Dale A. Donovan Fiction editor F ICTION Barbara G. Young The Dragonbone Flute fiction by Lois Tilton Editorial assistant 84 He was a shepherd who loved musicbut he loved his audience more. Wolfgang H. Baur Art director R EVIEWS Larry W. Smith The Role of Computers Hartley, Patricia, and Kirk Lesser 55 From Mars to the stars: two high-powered science-fiction games. Production staff Gaye O'Keefe Angelika Lokotz Role-playing Reviews Lester Smith Tracey Zamagne Mary Roath 96 Now you can be the smallest of creatures or the most powerful. Through the Looking Glass Robert Bigelow Subscriptions\t 112 A collection of draconic wonders, for gaming or display. Janet L. Winters U.S. advertising O THER FEATURES Roseann Schnering Novel Ideas James Lowder 34 Two new horrific novels, spawned in the mists of Ravenloft. U.K. correspondent The Voyage of the Princess Ark Bruce A. Heard and U.K. advertising 41 This month, the readers questions take center stage. Bronwen Livermore The Wild, Wild World of Dice Michael J. DAlfonsi 45 Okay, so how many six-sided dice do you own? Kings of the Caravans Ed Greenwood 48 A land like the Forgotten Realms requires tough merchants! Dragonslayers on the Screen Dorothy Slama 62 Some handy guidelines for letting your computer be your DM. -
Wizard's Challenge II Is a ONE-ON-ONE™ Adven- Ture Designed for a Single Player and a DM
Frontier of New Haven One Hex = 50 yards Sample file 1. Militia Headquarters 2. Stable 3. The Rock 4. General Store 5. Blacksmith Shop 6. Farmsteads 6A. Herken's Farm 7. Wizard's Tower 8. Oasis 9. Ambush Site 10. Ruins of Neconilis Introduction Wizard's Challenge II is a ONE-ON-ONE™ adven- ture designed for a single player and a DM. This adventure allows a wizard character to gain experience outside an existing campaign. The adventure is suited for a wizard PC (player character) of 4th to 6th level. Multiclass wizards can also play Wizard's Challenge II, but a PC who can cast 2nd- and 3rd-level spells will work best. This adventure can be used in conjunction with Challenge II The Complete Wizard's Handbook. Though not by Kevin Melka required to run this adventure, the supplement adds variety to play. Kits such as the Academi- Introduction 1 cian and the Militant Wizard will work well, but Background Information 2 specialist wizards with poor offenses—such as Player Introduction 4 Diviners, Enchanters, Illusionists, and Mystics— Part One: New Haven 5 may have difficulties. Part Two: Rumors & Events 12 Wizard's Challenge II is a venture into ancient Part Three: Wizard's Tower 16 mystery that stresses a mixture of role-playing, Part Four: Badlands 20 problem-solving, and skillful use of abilities Part Five: Oasis 22 available only to a wizard. Because the wizard Part Six: Ruins of Neconilis 26 class is less physical than other PC classes, the Part Seven: Conclusion 29 DM should award experience for good play Part Eight: Continuing Adventures 30 based on actions other than, but not excluding, Part Nine: New Magic Sample31 filecombat. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Cult of the Dragon
Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc. -
Chronomancer
OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign . -
The Highbank Forest
The Highbank Forest A last important factor in the effort to build this community A Settlement of Elves in the Vast centered around a dangerous adventure the Coronal and some By Kenn Boyle and Rick Brill trusted Elves of the area undertook. Delving into the depths of Converted by Aaron Martin and Joe Harney the Underdark, this group was beset upon by a force of Drow and minions of overwhelming power. Forced to flee, the group of Located just two days north and east of the city of Ravens Bluff, Tel’Quessir used powerful magic to flee to the one place no the Highbank Forest has become the center of Elven culture in servant of Lolth would follow, the Elven Realm of Arvandor. This the Vast. Under the patronage of the Tulani Lord Glantherius of trip changed the lives and focus of most all the Elves there, Arvandor, the leadership of Coronal Semmitsaul Silverspear, redefining their views of and roles in the world. Most importantly, and the guidance of the Highbank Council, the Forest has the new settlement in the Highbank Forest gained the blessing of flourished. They strive to make the Forest a better place for the a powerful Eladrin Clan from Arvandor. Their leader, a legendary Elven people and the sylvan races. Eladrin Tulani Lord known as Glantherius offered the Highbank Elves a place in Clan Calarrii, and promised to be a voice of The Highbank Forest is a community established by Elves and assistance and wisdom for their task ahead. He praised their for Elves, to sustain the Elven way of life. -
Dragon Magazine #180
SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons. -
Empires of the Sands by Scott Haring
OFFICIAL GAME ADVENTURE Empires of the Sands by Scott Haring Table of Contents Introduction . .2 Geography and Climate ................. 24 Amn . .3 Money and Commerce .................... 25 General Description . .3 Cities ............................... 26 Languages . .3 Places of Interest . 41 Social Customs . .3 Characters ....................... .45 Monsters . .4 History . .. 4 Calimshan . 48 Government and Politics . 5 General Description . 48 Religion . .. 6 Languages . 48 Geography and Climate . 7 Social Customs . 49 Money and Commerce. .7 Monsters . 49 Cities. .8 History . 50 Places of Interest . 13 Government and Politics . 50 Characters . 18 Religion . 5 1 Geography and Climate . .. 52 Tethyr . ... 21 Money and Commerce . 52 General Description . 21 Cities . 53 Languages . 21 Places of Interest . 58 Social Customs . 21 Characters . 62 Monsters . 23 History. 22 Index . 64 Government and Politics. 23 Religion. 23 Pull-out Section . 27-38 Credits: Editing: Karen S. Martin Cartography: Dave LaForce Cover and Interior Art: Jeff Easley Typography: Betty Elmore Keylining: Stephanie Tabat TSR, Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB1 4AD WI 53147 USA United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D BATTLESYSTEM, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of TSR, Inc. -
I STEVE JACKSON GAMES ,; Ancient Howor Crawls Into the Dark Future
I STEVE JACKSON GAMES ,; Ancient Howor Crawls into the Dark Future By Chris W. McCubbin Edited by Scott D. Haring Cover by Albert Slark Illustrated by Dan Smith GURPS System Design by Steve Jackson Scott Haring, Managing Editor Page Layout, Typography and Interior Production by Rick Martin Cover Production by Jeff Koke Art Direction by Lillian Butler Print Buying by Andrew Hartsock and Monica Stephens Dana Blankenship, Sales Manager Thanks to Dm Smith Additional Material by David Ellis Dickerson Bibliographic information compiled by Chris Jarocha-Emst Proofreading by Spike Y. Jones Playtesters: Bob Angell, Sean Barrett, Kaye Barry, C. Milton Beeghly, James Cloos, Mike DeSanto, Morgan Goulet, David G. Haren, Dave Magnenat, Virginia L. Nelson, James Rouse, Karen Sakamoto, Michael Sullivan and Craig Tsuchiya GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. Cull of Cihulhu is a trademark of Chaosium Inc. and is used by permission. Elder Sign art (p. 55) used by permission of Chaosium Inc. GURPS CihuIhuPunk is copyright 0 1995 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A ISBN 1-55634-288-8 Introduction ................................ 4 Central and South America ..27 Hacker ..................................43 About GURPS ............................4 The Pacific Rim ...................27 -
Dragon Magazine #127
CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions. -
Dragon Magazine #217
Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found.