Dragon Magazine Issue 180: April 1992
part 5/6
Sage advice has it's usual collection of questions so insane that they aren't even a joke.
I pick at your elven armour exceptions! Pick, pick, pick I say! ( You know that'll only make it worse. Yeah, it isn't the most consistent of rulings. Maybe we ought to modify it a bit. )
What's the difference between a catapult and a trebuchet ( One's a tension + release mechanism, the other's a counterweight force user. But do you really care about the physics behind it? Or do you just want to cause the maximum possible destruction? )
I need help with my 6 inch tall permanently hasted fighter-monk (You need help, full stop. Haste is not good for the body. You'll wear yourself out, keeping that on all the time. )
Can you turn the tarrasque into a bunny and eat it (yes, but it still regenerates. Persistent eating of tarrasque bunny may be hazardous to your health, particularly if it escapes. And you know what rabbits are like for mating. If it got loose and started producing tarrasque blooded rabbits, the whole world would be doomed. )
What happens if I deliberately misread all the rules, and then try and break the universe based upon my misreading ( A pair of pissed off astral dragons kill you painfully. This is gonna get really really nasty. )
How does losing an arm affect your ability to use magic items ( Common sense, you are lacking it. Err on the side of generosity, you should. )
How many gnomes can a griffon carry ( Bwahahahahaha! Oh, that's a good one, :wipes away tear: Two or three seems about right. )
Where can you put a sphere of annihilation when not using it. (anywhere you want. Not many people will be able to steal it, and those that can will laugh at mere walls. )
Fiction: Murder most fowl by Deborah Millitello. Who killed the golden goose? A comical question, but when each of it's eggs is several pounds of gold, a vital one for the stability of the economy. It could be any one of dozens of suspects, from this country or others. Intrigue runs wild. Harsh measures must be used. And the result is a rather fun little romp through fairytale land, combining whimsical fantasy with murder mystery. The answer, of course is not who you'd expect, or why. As with last month, the comedy of errors air and twist at the end works pretty well. As long as Roger doesn't pick another similar one next month, I have no problem with this.
TSR Previews: Gamma world is back! 4th edition once again tries to clean up the rules, make it more fun and accessible. Just how well they succeed is a matter of opinion.
Curiously, Marvel superheroes occupies second place, putting all the D&D stuff at the bottom. Seems like the X-men are still their biggest draw, because this is another supplement focussed upon them. MHR1: X-forces, the mutant update. As if a generalised handbook covering all the changes to existing characters each year wasn't enough. Have they been going through some kind of crisis?
On the generic AD&D side, we have DMGR4: Monster Mythology. See the weird gods various creatures worship, and what spheres and priestly levels they can get for doing so. Yet another way they can be made more 3 dimensional and scary at the same time. Also being newly ecologised is MC14: fiend folio. The 1981, erm, classic gets the remainder of it's monsters converted, and a few new ones in it's spirit added on. Don't neglect the gonzo!
Ravenloft ventures into the mists, and finds RR4: Islands of terror. If you thought the Core was claustrophobic and weird, you ain't seen nothing yet. Ripper era london, seriously




ed up india, the inescapable sargasso sea, it's a crap shoot regardless of whether you stay or head back into the mists to try another one.
Dark sun, on the other hand, shows while it may be bleak, there are some people on top who are doing fairly nicely for themselves. Nice contrast really. DSR2: Dune trader deals with the frequently underhanded profiteering of the merchant groups. When things are scarce but essential, you can really put your haggling skills to work.
Spelljammer reaches volume 3 in the cloakmaster cycle. The metaplot actions of the modules reach here, putting our hero in danger from marauding goblinoids. We coulda got that if we'd just stayed on krynn.
Speaking of Krynn. The Oath and the Measure is part 4 of our meetings sextet. Sturm, Caramon and Raistlin have wacky adventures together or something. I'm betting Raistlin's pragmatism vs Sturm's idealism is a principle driver of the dialogue.
And for D&D, we have Assault on raven's ruin. You know, we get through the first few levels quicker than any of the following ones. Unless you're the kind of group which can't keep the same campaign going for more than a week or two, you'll never get any use out of all these introductory adventures.