Cover art: Terry Dykstra's daring young dragon rider faces dire negotiations or an uneven fight with his giant adversary. (from the contents page)
This issue featured
Shhh! by Mary Konczyk - Perhaps the most challenging adventure yet: Can your players remain quiet for a whole adventure?
'Conventions' was on the inside front cover, 'Classifieds' was on the inside back cover, and 'Uninhabited,' a special map for DMs to use in their campaigns, was on the back cover.
Page 32 was a 'Standard Disclosure Form' for readers wanting to submit articles for publication by the RPGA Network.
A list of conventions held from Feb. to Jul. \'94.
Notes From HQ: "Words, words, words."
A few words on writing, the Living City, and contests old and new.
Elminster's Everwinking Eye: Treasures of the Vast, Part Three
The treasure-tour of the Vast surveys six more locations for adventurers to make their fortunes...or lose their
(AD&D, 6 PCs, Level 3-6) Mum\'s the word in this quiet little scenario for the Advanced Dungeons & Dragons
The Living City: The Swineherd's House
Just outside Ravens Bluff, mystery and the supernatural add excitement to an otherwise ordinary family in
The Living Galaxy: Onions, Plot Trees, and Adventure Chains - Epic Campaigns, Part 3
How is a mystery like an onion? A look at the nuts and bolts of actually welding a campaign and its adventures
Into The Dark: When Good Toys Go Bad
Deadly dolls and pesky puppets on home video: reviews of \'\'Child\'s Play\'\'  by Tom Holland, \'\'Toys\'\'
With Great Power: Constructing Random Adventures
Sometimes, with great power comes great hassle. Adventure hooks, complications, motives, and bombastic speeches
Necromagic: Magical Items For Necromancers in the AD&D Game
A small group of magical items for the most frightening of wizards, the necromancers: Gloom Candle, Juju Wine,
Tournament Policies: Writing and Requesting Events for Conventions
Helpful advice on submitting and requesting tournaments from HQ.
Ads from readers looking for players, DMs, gaming clubs, games, etc.
Uninhabited: The Vast Caverns
Number 1 in a series of ready-to-populate locations for use in your campaign.
Note: with this issue, the numbering changed from volume 15, back to volume 14, and continued from there.
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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