From the editor-in-chief's description of the issue:
Regular readers of this space might have trouble swallowing this, but it isn't easy to keep coming up with superlatives to describe the contents of every issue of DRAGON Magazine. Read between the lines, and you're liable to see me talking to myself with sentences like "That's going a little overboard" and "Who are you trying to kid, kid?"
Oh, but not this time. This time we really mean it.
We've never tried to do anything like "Great Stoney" before, but the apprehension we feel at trying something new is dwarfed by our enthusiasm for the most unusual and one of the best special inclusions we've ever offered.
It's a castle that comes in cardboard pieces that you can (you should) cut out and assemble, comparable in size and quality to products of the same sort that sell for more than the price of this magazine. And you also get complete instructions, background material, and floor plans so you can build Great Stoney and then use it as a feature of your fantasy role-playing campaign. We're grateful to Arthur Collins for coming up with the original plans, and to TSR's own Dennis Kauth for turning those plans into a cardboard sculpture. And if you like it, there's more where this one came from; in a few issues, we'll do it again.
In addition to the castle, which we know you weren't expecting, this issue includes some features we're pretty sure you'll like. You've been wanting new monsters, and you get a good helping of them in "Familiars with a special use" by Stephen Inniss, a sequel to his first article on familiars that we printed in #84.
You've been wanting new magic items, and "Five new enchanted objects" should fill the bill. Many of you have requested information to expand the background of the Greyhawk campaign, so this issue contains the first installment of a series in which Len Lakofka outlines the deities of the Suel pantheon. And some of you have pleaded for DRAGONQUEST game coverage, so we're trying to help by presenting Craig Barrett's proposal for "The warrior alternative."
In this month's ecology article, Ed Greenwood turns the spotlight on the slithering tracker. A spotlight won't necessarily make the critter any easier to see, but at least when it attacks your character, you'll understand more about what's happening.
The ARES Science Fiction Gaming Section covers a lot of ground in its 16 pages. James Ryan, whom we assume is not writing from personal experience, offers a guide to supervillain groups in "Know Your Enemy." Jim Ward, co-author of the GAMMA WORLD game, describes the lunar environment in terms of that game as "A World Gone Mad." And knowing Jim, we aren't entirely sure that he isn't writing from personal experience. - KM