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<blockquote data-quote="(un)reason" data-source="post: 5747859" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 256: February 1999</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Bazaar of the Bizarre: Another Rogue focussed article interspersed with the other ones this month. They're always appreciative of magical items that enhance their ability to take stuff, although sometimes not to the extent of actually paying after having them commissioned. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>The Harp of Screams is an interesting little alarm system. It'll make a ghastly racket if triggered, which is useful for both thieves who want a diversion, and people guarding their stuff. </p><p></p><p>Shadowgloves let you reach through containers to get at the valuables inside without disturbing things. Just don't use them on extradimensional storage devices, for the usual ugly boom happens. </p><p></p><p>Wandering Eyes give you a security network you can easily flick through. Just plonk them in strategic locations for maximum benefit. Since they can't propel themselves, this is once again probably more useful for foiling thieves than assisting them </p><p></p><p>Liar's Boots create a false trail of footprints going in a different direction to your actual destination, while leaving no actual tracks on you. Dead handy, really. </p><p></p><p>Darkdust is a very cliched name indeed. It creates a black cloud wherever it is thrown, hopefully blinding the victim and allowing for escape. Well, it's slightly less obtrusive for a burglar than the similar ones that blind by flashes of light. </p><p></p><p>Rings of Dodging let you improve your AC against one opponent. Once again we see a trick that would become standard next edition. I suspect those are going to increase over the next few months. </p><p></p><p>Ringdaggers are yet another way of concealing a weapon and then instantly calling it to hand. Yawn. As if we don't suspect everyone automatically by now. </p><p></p><p>Spider Rope stretches out and ties around things on command. No great surprises there. </p><p></p><p>Keys of Disruption completely seal a door magically. You'll have to rely on old fashioned violence to get out. Better hope you didn't make your fortress impregnable then <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>Chameleon Keys aren't as good as skeleton keys, as you have to touch them to the key you want to imitate. Still, that does seem less likely to break an entire adventure. Once again with the weaker variants for game balance's sake. </p><p></p><p></p><p>Role models: So minis are finally back. Like other systems, they've had a spotty treatment in the magazine. One of the things bumped off in the 96 "refocussing", it looks like they've decided there's enough public demand to give them another go. And once again they get a new column name. That's the fifth time. Just don't stick, do they. Lets see how long this one lasts. </p><p></p><p>As with Dungeoncraft last month, they start out with a cost analysis of getting into minis in the first place. More evidence that the staff are more money conscious now than in the TSR days. You'll need one for each PC, a modest selection of models for monsters, and preferably some paints as well. This actually probably won't cost as much as the three AD&D corebooks, but it's not a trivial expenditure either. Running parallel to that is an explanation on how you translate movement rates into scale inches. So once again they really are starting from level 0, aiming at people who don't have a clue what they're doing, and wouldn't research this kind of information proactively. Since being spoonfed isn't really to my tastes, and I remember the advanced mini painting advice in 1980, I do feel inclined to make a darn kids, gitoffa mah lawn quip. Make gratification too instant, and people won't value what you provide. Don't get insecure because the internet now offers infinite distractions. Stick to your guns.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5747859, member: 27780"] [B][U]Dragon Magazine Issue 256: February 1999[/U][/B] part 7/8 Bazaar of the Bizarre: Another Rogue focussed article interspersed with the other ones this month. They're always appreciative of magical items that enhance their ability to take stuff, although sometimes not to the extent of actually paying after having them commissioned. ;) The Harp of Screams is an interesting little alarm system. It'll make a ghastly racket if triggered, which is useful for both thieves who want a diversion, and people guarding their stuff. Shadowgloves let you reach through containers to get at the valuables inside without disturbing things. Just don't use them on extradimensional storage devices, for the usual ugly boom happens. Wandering Eyes give you a security network you can easily flick through. Just plonk them in strategic locations for maximum benefit. Since they can't propel themselves, this is once again probably more useful for foiling thieves than assisting them Liar's Boots create a false trail of footprints going in a different direction to your actual destination, while leaving no actual tracks on you. Dead handy, really. Darkdust is a very cliched name indeed. It creates a black cloud wherever it is thrown, hopefully blinding the victim and allowing for escape. Well, it's slightly less obtrusive for a burglar than the similar ones that blind by flashes of light. Rings of Dodging let you improve your AC against one opponent. Once again we see a trick that would become standard next edition. I suspect those are going to increase over the next few months. Ringdaggers are yet another way of concealing a weapon and then instantly calling it to hand. Yawn. As if we don't suspect everyone automatically by now. Spider Rope stretches out and ties around things on command. No great surprises there. Keys of Disruption completely seal a door magically. You'll have to rely on old fashioned violence to get out. Better hope you didn't make your fortress impregnable then :p Chameleon Keys aren't as good as skeleton keys, as you have to touch them to the key you want to imitate. Still, that does seem less likely to break an entire adventure. Once again with the weaker variants for game balance's sake. Role models: So minis are finally back. Like other systems, they've had a spotty treatment in the magazine. One of the things bumped off in the 96 "refocussing", it looks like they've decided there's enough public demand to give them another go. And once again they get a new column name. That's the fifth time. Just don't stick, do they. Lets see how long this one lasts. As with Dungeoncraft last month, they start out with a cost analysis of getting into minis in the first place. More evidence that the staff are more money conscious now than in the TSR days. You'll need one for each PC, a modest selection of models for monsters, and preferably some paints as well. This actually probably won't cost as much as the three AD&D corebooks, but it's not a trivial expenditure either. Running parallel to that is an explanation on how you translate movement rates into scale inches. So once again they really are starting from level 0, aiming at people who don't have a clue what they're doing, and wouldn't research this kind of information proactively. Since being spoonfed isn't really to my tastes, and I remember the advanced mini painting advice in 1980, I do feel inclined to make a darn kids, gitoffa mah lawn quip. Make gratification too instant, and people won't value what you provide. Don't get insecure because the internet now offers infinite distractions. Stick to your guns. [/QUOTE]
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