Forgotten Realms Survival Guide!
New rules, campaigns, and idea generators
Vol. XXV, No. 13
Cover art by Glenn Harrington
Dave discusses the new era of D&D.
A method to generate a type of place first, followed by the name.
A method to generate the name before the type of establishment.
Twenty ways to launch new adventures.
A look at some of the spells of Meldar the Great; one of the most powerful and evil ray-slinging sorcerers in
A look at new building materials and masterwork items.
Who knows what terrible fiends still lurk in undiscovered cult temples from the time of the Dark God?
Igor writes his very own module.
A cave network acts as a testing ground of local adventuring bands.
Making D&D maps the Wizards of the Coast way.
A collection of comics.
A fragmentary review of the situation at court in Cormyr right after the events of \"Death of the
Give your PCs a little guidance.
101 (Mostly) Foolproof Plots for Villains.
A trickster prestige class providing a model in which the \"tricky little guy\" archetype of the gnome