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Information
Primary Name
Dragon (Issue 87 - Jul 1984)
Alternate Names
Dragon (Issue 87 - Jul 1984)
Publication Date
1984-00-00
Issue Index
87
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ObjectID: 58357
Description Edit | History

Vol. IX No. 2 of Dragon Magazine.

Cover Art by Jack Crane.

This issue featured Whiteout - Adventuring in Antarctica for TOP SECRET agents and the ARES Section - 16-page spotlight on SF Gaming.
It also listed the "Gamers' Guide", which was an index of all the advertising in the issue.

Articles Relationship: Articles
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Pg. 2
The source's mouth
Editorial

Questions sent to Dragon magazine that would be better asked of TSR.

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Pg. 3
Contents
News

The editor-in-chief\'s summary of this issue (see More Information for complete text).

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Pg. 3
Out on a Limb
Reader/Fan Mail

Letters: PBM response, Curing a mistake, Spells and rituals, and Right and wrong.

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Pg. 6
The Forum
Reader/Fan Mail

Opinions and observations from our readers.

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Pg. 8
Beyond the Dungeon: How to cope with the greatest adventure of all
Article

Part 1:Practical advice on creating and running outdoors adventures for Advanced Dungeons & Dragons.

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Pg. 18
The Ecology of the Dryad - Lesson of the day: Don't catch them, they'll catch you
Article

All about the Dryad for Advanced Dungeons & Dragons. (Monster feature)

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Pg. 22
SF/ gaming convention calendar
News

A list of conventions held from July to Nov. \'84.

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Pg. 23
Gods of the Suel pantheon
Article

Part II of the gods of the Suloise people in Greyhawk for Advanced Dungeons & Dragons: Kord the brawler and

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Pg. 31
The Legacy of Hortus: Fifteen of the master's most fruitful experiments
Art
Article

A brief botanical encyclopedia of bizarre plant/animal hybrids.

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Pg. 36
Game Review: 'Stalking' isn't fantastic
Review

Review of Bureau 13: Stalking the Night Fantastic from Tri Tac Systems.

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Pg. 38
Game Review: The book's better
Review

Review of The Forever War from Mayfair Games.

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Pg. 41
WHITEOUT: A TOP SECRET game adventure
Adventure

A mission for TOP SECRET: Your objective: Get the goods on con - and don\'t catch cold doing it. An antarctic

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Pg. 58
Simon Sidekick
Fiction

A coming of age story on the moon.

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Pg. 70
ARES Log
Editorial

A look at the articles in this \'issue\'.

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Pg. 71
"Freeze! Star Law!"
Article

The interstellar police of the STAR FRONTIERS game.

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More Information Edit | History

From the editor-in-chief's description of the issue:

Adventure gaming is fun because players can experience an environment through their characters that's exciting and interesting - an environment different from their everyday lives. We were thinking along those lines when we decided to print WHITEOUT in this issue.

If you think a different environment does make an adventure better, then wait until the next time the air conditioner breaks down, get out your TOP SECRET game, and settle down for an evening of subterfuge and snowstorms in Antarctica.

WHITEOUT is the latest published adventure from Merle Rasmussen, the game's author. It's a sequel to the story line that he began with Doctor Yes (issue #48) and Mad Merc (#56) - but, like all good sequels, you don't need number one or number two to appreciate number three. We hope the adventure will please all of you who've been clamoring for more TOP SECRET material, and maybe a few others of you will be encouraged to try that game.

Jack Crane came up with a good idea for a cover and turned it into a colorful piece entitled "The Enchanted Forest." Then he went himself one better by expanding the idea into "The Legacy of Hortus," the illustrated essay you'll find starting on page 31. Have you ever wondered about your snapdragons?...

If the characters in your AD&D game campaign have never ventured into the wide open spaces, Katharine Kerr's advice in "Beyond the dungeon" will encourage you to make the transition to outdoor action and help you do it more easily. Even if you're an old hand at outdoor and wilderness adventuring, check it out; there may still be a few points in this article that you hadn't thought of before.

As a service to those of you who are on summer vacation and might be missing the classroom atmosphere, we offer Shaun Wilson's lesson on the dryad as our latest ecology feature. If you don't learn anything else from it, remember not to chase anything that might end up catching you.

This month's ARES science fiction section is chock full of all-star stuff, including Kim Eastland's description of the interstellar police in the STAR FRONTIERS game and the latest in our series of articles on the moon, this one by Traveller game designer Marc Miller.

The second installment of Len Lakofka's deities of the Suel pantheon features a couple of chaotic do-gooders, Phaulkon and Kord, who also happen to be father and son. Especially if your campaign is based in the WORLD OF GREYHAWK Fantasy Setting, you'll appreciate these guys.

...And, of course, there's more inside that I don't have room to write about. But don't let that get you down; if you're headed for Antarctica, you've already go enough to worry about. - KM

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