#219 The Ring of Steel. July 1995. -At Sword's Point-- Sometimes it's more fun to dodge and parry than hack and slash. -Run! A Guide to Heroic Flight-- Learn how brave Sir Robin runs away. -Out of Armor-- A guide to fancy footwork and armor-free combat for DMs and players. -Pirate Crews and Retinues-- What happens when specialized fighters gain followers? -Ecology of the Black Pudding-- Deep below the earth, two adventurers come face-to-face with a slimy terror. -The Wizards Three-- Ed, the wizards, and a few friends get together for a weenie roast. -What's a Wizard to Do?-- Is the BIRTHRIGHT setting nothing more than a battleground for musclebound fighters? Heck, no! #218 Wing, Fire, and Claw. June 1995. -Tarazin the Gray-- After a few thousand years, this dragon has learned a few tricks. -Dragon Intrigues-- If you thought dragons were tough in combat, wait until they work against you behind the scenes. -Dragon Dweomers-- Dragons claws, fangs, and breath weapons are potent weapons - and these new spells help make them more potent still. You have been warned. -The Spice of Life-- Multiple plots add variety to any campaign - and give players more freedom. -Magic Resistance, Step by Step-- How to resolve the thorny knot of resistance - without losing friends. -The Nature of Evil-- What does it take to make a truly despicable villain? -Ecology of the Bird Maiden-- Truth and treachery intertwine in this tale from the desert. #217 Creative Campaigning. May 1995. -Boons and Benefits-- Compensate your PCs with rewards far more valuable than mere cash or jewels. -Behind Enemy Lines-- The PCs are trapped in hostile territory with an entire army chasing them. Sounds like fun, doesn't it? -Two Heads are Better than One-- Split the game master's chores between two people. -Class Action-- How about a party of only fighters, thieves, clerics, or mages? -En-psycho-slade-ica Magica-- Presenting the random generation tables for all the magical items in the ENCYCLOPEDIA MAGICA books. #216 "Hey. What the...!!!". April 1995. -Bazaar of the Bizarre: Limited Collectors' Editions of the Works of Bargle the Infamous-- We liked this article so much, we made TSR's Games Dep't., hire Steven. -April Fool's Faxions-- Add these "faxions" to your PLANESCAPE campaign. We mean it, go ahead, please... -Bards on the Run-- We just can't seem to stop printing these silly songs. We know it's sick and wrong , but we're hooked. It's an illness, really. -Paths of Power-- Let's get serious: here's an alternative magic system for the AD&D game spellcasters. -The Auld Alliance-- You can keep your gaming group together for the long haul if you follow Arthur's advice. -Elminster's Notebook-- In which El answers the burning question: "What are those kobolds up to?" (Oh, about 3-foot-nothing. (Sorry, that's an old gnomish joke.) #215 A Gathering of Gaming Guidance. March 1995. -Putting Evil to Good Use-- "No, that's okay, I'll take that cursed item." -Gaming with Style-- What style of role-player are you? -The Beginner's Game-- Treat your novice gamers right and they'll stick around. -The Ecology of the Amphisbaena-- This is one instance where two heads are worse than one. -Donning a New Masque-- Presenting new kits and a PC sheet for Masque of the Red Death campaigns. -The Deities of Africa-- Use these gods to flesh out your African campaign pantheons. #214 Explore the World of Elves. February 1995. -The Complete Half-Elf-- Give your half-elf PCs these kits designed specifically for them. -Bazaar of the Bizarre: Arcane Elven Artifacts-- Add these elven artifacts to your campaign. -Dragon's Bestiary: Squirrel-Men-- Meet the smallest (and furriest) elf-friends of all. -For Truth and Justice-- Create better superheroic exploits with this adventure checklist. -Ecology of the Neogi-- This is but the first of of two (count 'em) "Ecologies" in this issue. -Lost Empires-- "Discover" a lost land such as Atlantis for your game world. -Nasty Tricks-- Try these stratagems on your next SPELLFIRE game opponent. -Ecology of the Owlbear-- Yes! This long-promised article finally makes it into print. #213 Prospecting the Planes. January 1995. -Godsmen, Bleakers, Guvners, and Takers-- Discover the secrets of the PLANESCAPE setting's factions. -The Demiplane of Shadow-- Add this land of twilight nightmares to your AD&D game. -Planar Personalities-- Meet four NPC residents of Sigil, the City of Doors. -You Never Know Who You'll Meet-- Use these encounter lists to spice up your planar campaign. -Series Magic-- Our chronicler gets a visit from Khelben himself- alone. -Elminster's Notebook-- Study the "ambitious youngster", Aldreth Fireshar. #212 A Holiday Gift of Advice for GMs. December 1994. -Hitting the Books-- Make your adventures more like fantasy stories. -Reruns: Adventures that Improve with Age-- Get more than one use out of that module or adventure. -Consider the Consequences-- Every character action should have a campaign reaction. -Tricks of the Trade-- Learn to become not just a DM, but a story teller. -Psychic Proficiencies-- Add these mental powers to your Masque of the Red Death Victorian horror campaign. #211 An Underground Extravaganza. November 1994. -The Ecology of the Dungeon-- Bring your dungeons alive with this advice. -Sight in the Darkness-- Open your eyes to the possibilities of infravision. -Fungi of the Underdark-- More grows in the Underdark than just dwarves and drow. -"I Sing a Song by the Deep-Water Bay"-- Learn how the Harpers operate in Waterdeep. -Topkapi Palace-- Spice up your fantasy castles with bits of history. -The Wizards Three-- Ed gets another visit from those mirthful mages. #210 One Strange Wild Dark Long Halloween. October 1994. -Dead or Alive?-- What does resurrection magic mean to your campaign world? -Who's Afraid of the Big, Bad, Ghost?-- Make your game sessions truly horrific with these tips. -Too Evil to Die-- Myths and games come together in these variant undead creatures. -A Monster in the Classical Tradition-- Terrify your CALL OF CTHULHU PCs with this horror from Greek mythology. -Campaign Journal-- Plant these seeds of adventures in your Athasian campaign. -Arcane Lore: Needle Magic-- "Be careful with that needle, you could put an eye out." -Primitive Weaponry-- Equip your fighters with these exotic weapons. -Elminster's Notebook-- Learn the lore of the Serpent Blade.