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| #1EmirikolJan 06, 2004 12:32:48 | DUNGEON INDEX for issues 50+ with blurbs Compiled by Jay A. Hafner, DC (jayhafner@lycos.com) Revised: 1-1-2004 This list was compiled to help DMs sort through issues more rapidly and have more time to do what we really want-play the game! Some information was gathered from online sources, including Solomon’s Dungeon Index and then completely re-updated. Thanks to Todd Landrum for contributing. My apologies to the authors, I will be adding your names later. Comments and corrections are welcome! DUNGEON is published by Paizo: http://www.paizopublishing.com/ Some Searchable DUNGEONs: “The Wyrm’s Hoard”: http://www.paladinpgm.com/wyrm/ Regular indices used to be produced in DUNGEON magazine. You should copy them from there and attach to this list if you wish to reference those older copies. They appeared in the following issues: #24 (1-24) 36 (25-36) 48 (37-48) 61 (49-60) 72 (62-72) Note 61 was not originally indexed Format Key to Listings for Issues #50+ [Name] ([world if specific]; LVL [levels/adaptable]; sometimes author(s); sometimes pages) [Blurb/convention-style enticement] Inserts (maps, CD’s etc.) are noted next to the issue number. C.Threat=Critical Threat; S.Trek=S.Trek; A&A = Agents & Allies; bD&D = the old D&D set (non-advanced); Titles of S.Treks, A&A, C. Threats are italicized but not bold TO DO LIST · Enter older issues with their levels and blurbs · Will enter noted errata from forum PRN · Update authors, pages, etc. PRN · Maps of Mystery PRN · Poly, and LGJ will not be indexed here · Get lots of feedback Random Thoughts for DUNGEON: · The TOC Blurbs have gotten immensely better over the years and are now actually useful for DMs to help search out adventures and probably help shoppers too at game stores. Some newer issues still have a couple notable exceptions when the author refers to “you.” You, meaning the players..players reading Dungeon… · The Table of Contents should list the C.Threats and Agents & Allies with their CR’s, just the same way that adventures are listed with their levels. The Adaptable levels for the adventures would also be nice to see again. · I miss the Encounter Level (EL) summaries at the end of the scenarios. It was easier to plan for encounters and variations in PC levels. The Index 2nd Edition Adventures Issue #50 (Editor Kim Mohan; Poster map of D&D card sets insert) The Vaka’s Curse (LVL 2-4 or 7+) Sail beyond the realm of the living Back to the Beach (LVL 1-2) Sound the Alarm of Danger Comes! The Object of Desire (bD&D; LVL 5-8) Mirror, mirror on the wall…What does the sultan want most of all? Felkovic’s Cat (Ravenloft; LVL 6-9) This cat likes its meat cooked, and you’re on the menu Issue #51 Nbod’s Room (SOLO; LVL 4-5) Just one door, but lots of exits. Ailamere’s Lair (LVL 6-9) The sage’s deal is simple: The more you learn about the dragon, the richer you get. The Bandits of Bunglewood (LVL 1-2) No one will admit who the bandits really are. The Last Oasis (AL_QUADIM; LVL 1-4) When your shadow vanishes, it’s too late! The Witch of Windcrag (bD&D S.Trek; LVL 2-3) Guaranteed to ruffle your feathers. Journey ot the Center-of-the-World (S.Trek LVL 8-10) A crater that holds the bones of a thousand generations. Issue #52 Spirits of the Tempest (LVL 9-10) Spirits bound and unbound conspire against you. Pakkililir (LVL 1-3) Cut-off, marooned, alone, a renegade struggles to survive. Welcome to the Kryphome (FR; LVL 1-3) Wild magic: need we say more? The Hurly-Burly Brothers (LVL 3-5) Click, click, click, click… My Lady’s Mirror (LVL 6-8) Seven years bad luck is just the beginning Laughing Man (RAVENLOFT; LVL 5-9) Laughing all the way to the grave…and beyond… Issue #53 Spellbook Masquerade (LVL 3-5) uncover masks beneath masks, and plots beneath plots… Clarshh’s Sepulchre (LVL 1) Someone or something still waits within the catacombs Serenade Before Supper (GREYHAK LVL 3-5)Music to lull the most savage adventurer’s heart. Elexa’s Endeavor (bD&D; LVL 4-7) And you thought Richard the Lion-hearted had trouble when he returned from the Crusades. Steelheart (FR; LVL 7-9) Two great evils that go great together. Issue #54 (Editor Dave Gross) Unhallowed Ground (LVL 2-4) Murder in the monastery. Fetch (S.Trek; LVL 3-5) A simple game of fetch leads to quite an adventure. Fiends of Tethyr (FR; LVL 6-8) Fiends are dangerous enough, but something even more dangerous plagues Tethyr. The Witch’s Fiddle (LVL 2-5) If you ever thought musicians were temperamental, wait until you meet the critics. Redcap’s Rampage (bD&D; LVL 1-3) Rats, cats, and double-drats. Eyes of the Iceborn (S.Trek; SOLO; LVL 4-7) Fear is coldest when you face it alone. Dark Thane Macbeth (LVL 9-10) “Oftentimes, to win us to our harm, the instruments of darkness will tell us truths.” Issue #55 Savage Beast (LVL 1-3) This mom gives new meanint ot the term “left overs.” Umbra (PLANESCAPE; LVL 6-9) A custody battle in the Cage becomes a job for the PC’s. Tulips of the Silver Moon (LVL 5-7) When the citizens of Tangreen say, “Don’t pick the flowers,” they mean it. Sea Wolf (RAVENLOFT; LVL 4-6) A pleasant little sea voyage turns deadly. Issue #56 (Editor in chief: Pierce Watters) Briocht (LVL 10-12) Don’t mistake this wily dragon for a bookwyrm. Janx’s Jinx (LVL 1-2) “Sick as a dog” takes on a whole new meaning. A Watery Death (LVL 7-10) There’s no place like home for a summoned elemental. The Bigger they Are (LVL 2-4) Sometimes it’s the little things that get to you. Grave Circumstance (DARK SUN; LVL 5-7) Take a first journey into the new lands of Athas. The Land of Men with Tails (LVL 5-7) Explore the Dark Continent, meet strange new people and let them have you for dinner. Issue #57 To Cure a Kingdom (LVL 8-10) The King’s question is, “Do you make housecalls?” The Rose of Jumlat (AL QUADIM; LVL 3-7) In the desert, old hatreds die hard. Carcass Fracas (S.Trek; LVL 1) This roadkill isn’t as harmless as it looks. The Murder of Maury Miller (LVL 1) Only two things in life are certain. Cloaked in Fear (S.Trek LVL 3-5) Don’t be afraid of the dark-be afraid of what’s in it! Issue #58 A Bad Batch of Brownies (SOLO-DRUID; LVL 1) The brownies would have been fine, except for the addition of one unexpected ingredient. Caveat Emptor (LVL 3-6) Sometimes you should be afraid to visit the dentist. Challenge of Champions I by J. Richards (LVL any) You too can be a contestant on …Adventuring Gladiators? The Ghost of Silverhill (S.Trek; LVL 1-4) The story tells of a king’s ransom in silver. But what restless spirit haunts those hills? The Barons Eyrie (RAVENLOFT; LVL 3-7) Issue #59 Seeking Bloodsilver (BIRTHRIGHT; LVL 2-4) You must brave the perils of the Shadow World to keep a Tighmaevril weapon from the wicked clutches of the Gorgon. The Mother’s Curse (LVL 3-5) It’s a blessed even t only if you can end the curse in time. Wedding Day (LVL 3-7) it’s up to you to make sure this is the happiest day of their lives-not the most embarrassing! Voyage of the Crimpshrine (LVL 1-4)”Just sit right back, and you’ll hear a tale, a tale of a fateful trip…” Issue #60 (Chief Editor: Pierce Watters; Index for this issue moved to #61) SHARDS OF THE DAY (-NIGHT BELOW; 7-9; Randy Maxwell; 24p.) Seek he scattered pieces of a powerful magical item in the Night Below. CENTAUR OF ATTENTION (S.Trek; LVL 2-3; 2 p.) You have to see a man about a…er, nevermind. NEMESIS (Planescape; LVL7-12; Christopher Perkins; 30p.) Heads will roll if our heroes can’t find a quartet of stolen swords. Come to think of it, heads will likely roll anyway. IASC (CELTIC CAMPAIGN; LVL 3-4; Willie Walsh; 10p.) There’s something rotten in the highlands. Iasc means ‘fish’ in Irish-Gaelic. Issue #61 STORM SEASON (RAVENLOFT-Masque of the Red Death LVL 4-6; DeFazio & Christina A. Stiles;20 p.) A female scientist's sinister creation thwarts her attempt to start a new life. STORM SEASON (FORGOTTEN REALMS; LVL 7-12; Paul F. Culotta; 16 p.) Mysterious thunderstorms fill the night, heralding the arrival of the sinister Night Parade. TO SAVE A FOREST (LVL 4-6 Dovjosef Anderson; 14 p.) A terrible curse preys upon the Emory Forest. The heroes ally themselves with the ancient treant Silverbark to find whatever's responsible for the blight. NIGHT SWARM (LVL 5-7; Lorri E. Hulbert;10 p.) A vampire preys upon the citizens of Rhorton's Grove, draining their blood in a most unusual fashion. Issue #62 DRAGON'S DELVE (LVL 3-6; Christopher Perkins; 24 p.) Something has seized control of Thunderdelve. The heroes must rid the fortress of its evil menace to free an enslaved crystal dragon. BLOOD ON THE PLOW (SideTrek; LVL 4-6; Lance Hawvermale; 2 p.) The heroes help an elderly woman with the harvest, protecting her from the ravages of an evil scarecrow. GRIMJAWS (LVL 5-7; Jennifer Tittle Stack; 4 p.) Characters travelling through the vast swamp stumble upon Sutholo, a sickly lizard man shaman stalked by his own dread creation: an undead crocodile. RAT TRAP, THE (LVL 6-10; Timothy Ide; 18 p.) The city of Carn Perrin has a large rodent problem. Wererats have taken over the local thieves' guild and are running the city into the ground. WILD IN THE STREETS (LVL 1-3; Jason Peck; 4 p.) Monsters have been unleashed in the streets of Thenwick. To make matters worse, they're not quite housebroken. ESMERELDA'S BODYGUARD (LVL 6-9; Paul F. Culotta; 7 p.) A monster lurks in the basement of Lady Esmerelda's villa. Unfortunately, a malfunctioning automaton refuses to let the heroes investigate. THE GHOST AT WIDDER SMITHER'S ( SideTrek; LVL 1-3; John Baichtal 2 p.) A spectral apparition appears in Widder Smither's house, but the real danger is trapped in the old woman's cellar. Issue #63 HUNT FOR A HIEROPHANT (6-8; Chris Doyle; 14 p.) An army of bullywugs threatens to ravage the forest town of Charlotte unless the heroes can awaken the druid Leander from his magical hibernation. GNOME DROPPINGS (SPELLJAMMER; LVL 3-5; Christopher Perkins; 8 p.) A strange metal cube plunges from the night sky, within which the heroes find the remnants of several autognomes. HUZZA'S GOBLIN-O-WAR ( FORGOTTEN REALMS; LVL 4-7; Paul F. Culotta; 4 p.) The heroes' ship is attacked by Huzza, a notorious hill giant pirate, and his crew of gargoyles and goblins. INVISIBLE STALKER (Side Trek; LVL 1-2; Johnathan M. Richards; 2 p.) Sometimes, what you can't see can hurt you, as the adventurers soon discover when they try to protect a hysterical woman from an unseen assailant. BLOOD & FIRE ( AL-QADIM; LVL 7-9 John Baichtal; 21 p.) The heroes must travel to the Valley of Mist and confront the evil Brotherhood of the True Flame in their flaming palace. BEAUTY CORRUPT (LVL 4-5; Kent Ertman; 12 p.) Trade Negotiator Gelling has gone missing, and Spraye the sirine has lost her voice. Issue #64 GROTTO OF THE QUEEN ( FORGOTTEN REALMS; LVL 6-9; Paul and Shari Culotta; 16 p.) Clerics of Umberlee have stolen a magical boat capable of traveling underwater. To retrieve the craft, the heroes must penetrate the underground temple. BZALLIN'S BLACKSPHERE (LVL 12-15; Christopher Perkins; 24 p.) An expanding sphere of annihilation is obliterating the city of Horizon. To save the city from destruction, the heroes must undo the dark magic of the lich Bzallin. LAST DANCE ( RAVENLOFT; LVL 2-4; Jeff Crook; 16 p.) Madame Tuvache's house has a life all its own. Heroes must escape the house before they become part of its giant mechanical dance ball, composed of the corpses of other victims. THE MAD CHEFS OF LAC ANCHOIS (LVL 6-9; Jennifer Tittle Stack; 10 p.) Two cloud giant chefs are preparing a feast. To satisfy their customers, they're serving frog legs made from the captured members of a grippli tribe. Issue #65 (Survey insert for the future of the D&D game) KNIGHT OF THE SCARLET SWORD (LVL 4-6; Jeff Crook; 16 p.) A sleeping lich prepares to awaken while the Lord of Bechlaughter, a lawful good fighter, persecutes innocents for practicing black magic. FLOTSAM (LVL 6-8; John Baichtal; 2 p.) The heroes rescue two passengers stranded aboard a derelict ship: a doddering mage and his mysterious female companion. ICE TYRANT, THE(DRAGONLANCE: FIFTH AGE-Adaptable to (stat’s listed); LVL 5-7 Christopher Perkins Plains/Forest/Mountains, arctic; 23 p.) Gellidus holds Ergoth in his icy clutches, yet Silvanesti renegades continue to evade his tyranny. REFLECTIONS (LVL 3-5; Lisa Doyle; 3 p.) An encounter with the gibbering mouther has some unexpected consequences. UNKINDNESS OF RAVENS, THE LVL 3-5; Jason Kuhl; 13 p.) An evil scarecrow brings murder and mayhem to Crawford Manor when he mistakenly believes a flock of wereravens stole his amulet of protection. BEAST WITHIN, THE ( FORGOTTEN REALMS; LVL 1-3; Paul Hamilton Beattie, Jr.; 4 p.) A priest of Ilmater is afflicted with the curse of lycanthropy. Issue #66 ENORMOUSLY INCONVENIENT (LVL 2-3; Kent Ertman; 9 p.) A shattered beaker of plentiful potions wreaks havoc in the forest, tainting the river and randomly enlarging the indigenous life. AVENGING MURIK (SideTrek; LVL 4-6; Christopher Perkins; 2 p.) An evil werebadger uses a dwarf's thirst for vengeance to steal the treasure of a reclusive stone giant. SUNKEN SHADOW, THE (LVL 1-3 James Wyatt; 17 p. ) A terrible curse besets the captain and crew of the Ocean's Call. The secret of the curse lies at the bottom of the sea, amid the treasures and wreckage of a sunken pirate ship. SWING SHOT! (LVL 4-6; Chris Doyle; 2 p.) Orcs rig a subterranean chasm with a deadly trap to prevent surface dwellers from penetrating the deeper reaches of the Underdark. OPERATION MANTA RAY ( FORGOTTEN REALMS; LVL 6-9; Paul Culotta; 19 p.) Heroes slip onto the Dragonisle, determined to rescue a Sembian spy from Immurk's Hold. PETRIFYING PRIESTESS, THE (LVL 5-7; Brian Corvello; 7 p.) A magical mace vanishes from an elven temple, stolen by a medusa and her maedar consort. ORANGE AND BLACK (LVL 1-3; Peter C. Spahn; 6 p.) A tiger threatens the village of Launise. Heroes track the creature to its lair to save a young boy and discover that the tiger is more than what it seems. Issue #67 (Alternity Players Handbook Insert) WITCHES' BREW ( FORGOTTEN REALMS; LVL 3-5; Steve Johnson; 20 p.) An herbalist needs brave heroes to retrieve some magical potion ingredients, all of which are found in the woods around Woody Glen. EYE OF THE STORM ( SideTrek; LVL 6-8; Lance Hawvermale; 3 p.) A terrible storm threatens to destroy the village of Lonethistle. TRAINING GROUND ( FORGOTTEN REALMS; LVL 5-8; Rick Maffei; 20 p.) Heroes explore the lost dungeon of a Netherese mage. LITTLE PEOPLE, THE ( SideTrek; LVL 1-2; Matthew G. Adkins; 3 p.) Doliver the leprechaun has been captured within a dead magic zone by two greedy brigands, and it's up to the heroes to rescue him. FALLS RUN ( RAVENLOFT Masque of the Red Death; 1st-level; James Wyatt; 16 p.) A train ride ends in disaster when a restless spirit causes the train to derail, leaving its passengers stranded outside a small West Virginian coal town in the dead of winter. UZAGLU OF THE UNDERDARK (LVL 5-10; Christopher Perkins; 4 p.) Deep in the Underdark lies the Kraal Nexus, and guarding this cavern from intruders is the undead myconid king Uzaglu and his undead minions. Issue #68 THE ARTIST'S LOVING TOUCH (LVL 2-4; Charles C. Reed; 9 p.) Romero Selejian, the renowned but aging sculptor, uses gloves of petrification to create new sculptures from living people. CONVERGENCE (ALTERNITY Star*Drive adventure; Christopher Perkins; 20 p.) Two rival stellar nations attempt to retrieve a stolen alien archive. ONE WINTER'S NIGHT (SideTrek; LVL 1-2; David Zenz; 2 p.) Traveling through the forest in the dead of winter, the heroes encounter a young and a woodcutter hunted by goblins. THE TROUBLE WITH IN-LAWS (LVL 1-3; William Kenower; 11 p.) The daughter of a prominent merchant has been kidnapped and hidden in the dungeons of ruined Fillmore Keep. AL-KANDIL (AL-QADIM SideTrek; LVL 5-10; John Baichtal; 3 p.) The heroes find a magical lamp and summon forth its occupant, unaware that the "genie" isn't all he claims to be. STEPPING STONES (LVL 6-8; Lisa Smedman; 9 p.) Buried among the standing stones of Murkstone Hill is an ancient dwarven crown, but to find ![]() ![]() heroes must contend with an ancient riddle and much worse.BY MERKLAN'S MAGIC (LVL 5-9; Brian Corvello; 9 p.) An evil wizard Merklan has died, but an evil treant has the dead wizard's wand of the forest bane and uses it to animate plants. Issue #69 SLAVE VATS OF THE YUAN-TI ( Forgotten Realms; LVL 3-5; Jason Kuhl; 18p.) Strange things are a-slither in Wolfhill house. The first adventure of THe Mere of Dead Men series. CHALLENGE OF CHAMPIONS II (any level; Jonathan Richards; 18p.) Competition always brings out the best - and worst - in everyone. STUMPING THE PARTY(SideTrek; LVL 3-5; Christopher Pomeroy; 4 p.) Drop in for a quick bite. SLEEP OF AGES( Forgotten Realms; LVL 5-8; Eric Boyd; 30p.) The forces of good, evil and neutrality clash beneath the Omlarandin Mountains. Issue # 70 (AD&D Fast-Play game insert) HOMOCULOUS STEW(LVL 2-4; Andre DiFiore Jr.; 6 p.) Hostage negotiations can be tricky business, especially when they involve a wizard and his pet. THE MAZE OF MORKOTH (LVL 4-6; James Wyatt; 14 p.) In the deep, no one can hear you scream. BOULDER DASH ( SideTrek; LVL 6-8; Andy Miller; 3 p.) Danger is just a stone's throw away. SSSCALLY THINGS ( Forgotten Realms; LVL 3-6; Kent Ertman; 14 p.) Can you stop the raids of the Three Towers Tribe? The second adventure of The Mere of Dead Men series. KINGDOM OF THE GHOULS ( GREYHAWK; LVL 9-15; Wolfgang Baur; 29 p.) Grave danger awaits heroes in the gloomy depths of Deep Oerth. Issue #71 (AD&D Fast-Play game insert) PRIESTLY SECRETS ( GREYHAWK; LVL 2-4; Jason Peck; 20p.) A plague of giant rats is the least of Restenford's worries. WILDSPAWN (LVL 6-8; Paul Culotta; 16 p.) No one returns from Revular's Island, and for good reason. HOW DO YOU STOP A RHINO FROM CHARGING? (Marvel Super Heroes SideTrek; Steven “Stan!” Brown; 2p. ) Nevermind the title, beware the punchline. DREADFUL VESTIGES ( Forgotten Realms; LVL 4-7; Steve Johnson; 14 p.) Some haunted houses are best left unexplored. The third adventure of THe Mere of Dead Men series. DARK MAGIC IN NEW ORLEANS ( Ravenloft The Masque of the Red Death; LVL 5-7; Randy Richards; 16 p.) A forgotten terror has resurfaced in 1890's Louisiana. Issue #72 (AD&D Fast Play game insert) No Stone Unturned (LVL 3-5) Why are zombies appearing in the streets of Jevid? You’ll have to dig ot find the answer. Deep Trouble in Telthin (LVL 10-12) Dive into the Elemental Plane of Water. Under a Pale Moon (Dragonlance Fifth Age/AD&D, LVL 2-4) Two opposing forces unite against a common enemy. Mistress on the Mere (Forgotten Realms, LVL 5-7) The fate of brave heroes is written in the stars. The fourth module of the Mere of the Dead Men series. Plundering Poppof (LVL 1-3) This wizard has a few skeletons in his closet. Issue #73 Quoitine Quest (LVL 1-3) The search for a magical stone requires sharp swords and even sharper diplomacy. Eye of Myrkul (Forgotten Realms, LVL 6-8) Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series! The Setting Sun (Greyhawk, LVL 5-7) A community trapped in a war-torn land faces even greater threats from within. Faerie Wood (LVL 1-2) The sprites are not just afraid of Bark Wilder-they’re petrified! The Necromancer's Pet (S.Trek; LVL 4-6) Man’s best friend is sometimes his worst enemy. Issue #74 The Scourge of Scalabar (LVL 1-3) An undersea menace has the merchants of Scalabar up in arms. First People (LVL 4-6) A mysterious new world awaits you just beyond the mountains. Night of the Bloodbirds (LVL 3-7) Winged marauders are preying on the local cattle, but who is controlling these bloodsucking bandits. Preemptive Strike (LVL 10-15) Brave heroes face unfriendly fire as the war in Lungardy takes to the skies. The Vale of Weeping Widows (S.Trek; LVL 4-6) For whom do these statuesque widows week? They weep for thee. Issue #75 Non-Prophet Organization (LVL 4-7) Dreams become reality as a sinister prophecy unfolds. The Amulet and the Underdark (LVL 5-7) A symbol of peace between two feuding fiefdoms falls into the wrong hands, and brae heroes are needed ot win it back. The Forgotten Man (LVL 6-8) One man’s destiny-and the fate of the realm-is in your hands. Into the Nest of Vipers (Forgotten Realms, LVL 1-3) A Priest of Talona has concocted the deadliest poison, and this Assassins’ Guild is willing to kill for it. Issue #76 (Black-Isle CRPG insert) The House on the Edge of Midnight (Ravenloft, LVL 4-6) Tragedy haunts the Ransay family and all who stumble into their domain. A Day at the Market (S.Trek; LVL 2-4) From horned behemoths to belching blobs, this market’s full of wonders. Mertylmane's Road (LVL 5-7) A cold death awaits you in Kaloria’s arctic wasteland. Crusader (LVL 3-6) The search for a paladin’s sword leads to a wizard’s trap-laden lair. Earth Tones (LVL 7-9) Not all music soothes the savage beast. Fruit of the Vine (LVL 2-4) A [sic] old friend needs help with some housecleaning and gardening Issue #77 Visiting Tylwyth (LVL 1) A spurned witch and her kobold henchmen make life difficult for poor Uncle Tylwyth. A Feast of Flesh (S. Trek; LVL 3-5) Visit an Idyllic village with some dreadfully boring problems. Wind Chill (LVL 4-6) A howling wind beckons travelers ot a quick and painful death. Ex Keraptis **** Amore (Greyhawk, LVL 8-12) If you thought the legacy of Keraptis ended with White Plume Mountain, think again! Stage Fright (S.Trek; LVL 1-3) it’s all in the delivery. To Walk Beneath the Waves (LVL 3-5) Danger arises from the deep. Have the vicious sea devils returned? Issue #78 (Chris Perkins takes over as Chief Editor/Designer) Lear the Giant-King (LVL 9-11) The storm to end all storms heralds this epic tale of love, woe, madness, and betrayal. Veiled Threats (S. Trek; LVL 4-6) The baron has an important quest for you-but first, a message from our sponsors… Peer Amid the Waters (LVL 1-2) The nixies have found something strange in their lake. Unexpected Guests (S. Trek; LVL 4-6) Need a safe place to spend the night? Try this bag on for size! Trail of the Frog (S. Trek; LVL 3-4) Becoming the Tribe Mother’s concubine is no simple task! The Winter Tapestry (LVL 5-8) A tapestry holds clues to a dead dragon’s hoard, but on the boldest heroes can penetrate the dragon’s icy lair. Deepstrike (Alternity, LVL 6-8) Grab your flippers and your speargun-you’re goin’ fishing! Issue #79 Keep for Sale (LVL 1-3) “I am offering to sell the deed to my keep for a modest sum, “ claimed the dwarf. “However, there is some risk involved.” The Best Laid Plans (S. Trek; LVL 1) The criminal exploits of Bruiser Holloway are cut short by a string of bad luck and a band of fledgling heroes. Bad Seeds (LVL 1-3) A brief stopover at the Hawk’s Shadow Inn turns into an unforgettable encounter with the Enclave of the Twisted Root. Cloudkill (LVL 4-8) Nature clashes with industry when a noxious cloud threatens the Sky Realm. The Akriloth (Forgotten Realms, LVL 10-12) One year after Iakhovas’s rampage across the Sea of Fallen Stars, the mer-city of Voalidru remains in the clutches of evil. Can you free the city from Qol’in’taroq? Issue #80 Fortune Favors the Dead (LVL 5-7) Finding the lost treasure of Salamanca is easy. Retrieving the map-now that’s hard. The Frothing Miscreant (Forgotten Realms, LVL 2-4) An ill-tempered gnome takes revenge to new heights and proves to the world that he’s no small threat. Challenge of Champions III (all LVL) Your honor and reputation are at stake. Are you bold enough to test your adventuring acumen against the best of the best? Sarfion's Collection (S. Trek; LVL 7-10) The Academy of the Arcane Arts is looking for new members. A Head for Business (Alternity) The hunt begins for an elusive arms dealer and his mysterious “associate.” The Trouble with Trillochs (S. Trek; LVL 6-9) The necromancer is dead, but his handiwork lingers on. The Scar (LVL 1) To defeat the orcs, you must first escape the orcs. Issue #81 (Sleeping Dragon Inn map insert) A Race Against Time (AD&D, LVL 1-3) A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice? Divisions Of The Mind (AD&D, LVL 8-12) Confronting the beholder is just the beginning. Find out what the eye tyrant has unearthed deep in its underground lair! The Door To Darkness (AD&D, LVL 1-3, 4-6, 7-9) Uncover the terrifying secret of the Sleeping Dragon Inn. Ashtar's Temple (AD&D, LVL 1) Bandits has seized the temple, but even greater dangers lurk in the dungeons. Khazefryn (AD&D, LVL 9-14) The Underdark is no place for the timid…or the weak. Skulking Below (AD&D, LVL 1-2) Finding the local thieves’ guild can be more difficult than you think! 3rd Edition Adventures Issue #82 (All adventures now 3rd edition D&D system and set by default in the World of Greyhawk; Sherwood forest map insert) Evil Unearthed (D&D, LVL 1st;l 1-7) Can you solve the mystery in time to save your friends? Playing With Fire (D&D, LVL 2nd; 1-8) Follow a half-forgotten legend to treasures untold and a fiery doom. Dark Times In Sherwood (D&D, LVL 3rd; 1-9) The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will and unlikely alliance end this newest threat to the land? Eye For An Eye (D&D, LVL 3rd; 1-8) A stole jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Issue #83 (voted Dungeon’s ugliest cover art; Monster Tokens-Set #1) Deep Freeze (LVL 2) It’s been buried under the ice for a millennia, waiting to be found. Iriandel (LVL 4) The secret to ending a unicorn’s curse lies in the tomb of a barbarian king. London Calling (Dark Matter Campaign adaptable for D&D; LVL 4) An investigation into a series of grisly murders takes a supernatural turn for the worse. Depths of Rage (LVL 3) Entering the goblins’ lair is easy. Getting out alive is the tricky part. Alterations (LVL 1) When a science experiment goes awry, who will be left to clean up the mess? Issue #84 The Harrowing (LVL 15) One sacrifice could spell the end of Lolth’s supremacy in the Demonweb and the beginning of a whole new order. Demonclaw (LVL 5) A wizard’s hideous transformation seplls trouble for the kingdom of Nyrond. The Dying of the Light (LVL 10) Sharpen your stakes and shine your mirrors: The hunt begins at dawn. Dungeon of the Fire Opal (LVL 3) Was it destiny or something worse that destroyed the Order of the Opal Fist? A remake of the classic dungeon from the 1st ed. Dungeonmaster’s Guide. Armistice (LVL 7) The war in the mountains might be over, but there’s still one more enemy to fight. Issue #85 Ever-Changing Fortunes (LVL 2) A brave kobold needs your help to free his dwarven friends. That’s right-a brave kobold. Lord of the Scarlet Tide (LVL 9) A foul plague in the Realm Below threatens to destroy all life in the world above. Flesh To Stone (S. Trek; LVL 7) Meet a pair of giants with some unusual –and unhappy- garden statuary Natural Selection (LVL 5) Ridding a forest of monsters is tricky business, especially when the druids like the monsters where they are! Issue #86 (Adventure Design Tips; Monster Tokens-Set #2) Anvil of Time (Dragonlance LVL 5) Trapped inside an ancient dungeon, you’re [sic] only hope of escape lies somewhere in the past. Rana Mor (LVL 6) Survive the perils of a fallen temple to capture the jungle’s greatest prize: and elusive Rain Tiger. Stormdancers (LVL 3) Battle the elements to save the Evergreen Forest from destruction. Mysterious Ways (LVL 7) A treacherous knight and his otherworldly conspirators threaten to unleash a dreadful terror upon the land. Issue #87 (Bonus CD adventures!) Raiders of Galalth's Roost (FR LVL 1) The secret ot the raiders’ sinister plot lies amid the ruins of a forlorn keep. The Cradle of Madness (LVL 6) Madness grips the Danwick family and threatens to awaken a sleeping god. Glacier Season (LVL 15) A half-dragon exile seeks revenge against his draconic father, and you’re drawn into the feud! Valley of the Snails (LVL 1) What strange fate befalls creatures that trespass in the valley of the Slithering Snails? The Shalm's Dark Song (LVL 5) A roadside sanctuary turns into a roadside dinner. CD- Tinderbox (LVL 1) The flames of vengeance threaten to consume a frontier town. CD-Gorgoldand’s Gauntlet (LVL 1) Not all dragons are evil. Some even possess a sense of humor. Issue #88 (Monster Tokens-Set #3) The Door from Everywhere (FR LVL 6) Behold the lost secrets of the Netherese empire, and explore them at your own peril. Thirds of Purloined Vellum (FR LVL 1) In Athkatla, nothing is more dangerous than a merchant with a bee in his britches. The Seventh Arm (LVL 7) A demonic medallion is the key ot a tyrant’s hidden trove-and your horrible doom Make It Big (S. Trek; LVL 9) When you hang with hill giants, a little creativity can go a long way. Issue #89 (Monster Tokens-Set #4) Honor and Eta (Oriental Adventures; LVL 1) Even those of unclean spirit deserve the chance to perform an execution in peace. Rivers of Blood (RED SAILS Drg#290; LVL 4) Can you defend a besieged village from invaders in 10th century Russia?) Headless (LVL 12) Hundreds of souls are at stake as heads continue to roll. Rage (LVL 7) What happens when a barbarian loses his nasty temper and bad manners? Wedding Bells (LVL 4)You are cordially invited to a wedding in Dockalong. Apparently, so are a few of the local monsters. Issue #90 (Polyhedron Flip format instituted; Monster tokens set #5) The Elfwhisper (LVL 8) Elves and forests don’t always get along. Totentanz (LVL 4) Even death cannot keep the citizens of Luzern from dancing in the street. Prey for Tyrinth (LVL 5) She lives in the depths. She lives in the darkness. She lives to kill Tears of Twilight Hollow (FR LVL 7) A paladin’s demise brings pain and despair to the village of Twilight Hollow. Oblivion (C.Threat; FR; CR 11) This lycanthropic cleric savors the taste of infidels. Issue #91 Challenge of Champions IV (all LVL) It doesn’t matter how skilled you are-it’s how you finction as a team! Bogged Down (LVL 1) Terrible secrets buried in the bogs around Bearden’s Hollow are rising to the surface. Sloth (S.Trek; LVL 6) A slovenly conjurer makes a mess of things and learns that irony is without mercy. The Legend of Garthulga (LVL 1) A monster form elven folklore proves bad for business. Kambranex's Machinations (LVL 9) Nothing good ever came from the Belching Vortex of Leuk-O! Gnarlcrown (C.Threat; CR 16) Say, what happened to the tree that was just standing there? The Vortex (C.Threat; CR variable) The swirling pit of doom or the maw of some terrible beast? You decide! The Rock and the Hard Place (S.Trek; LVL 16) Sometimes it’s hard to tell the good guys form the bad. Issue #92 (Cover of Githyanki; #94 also labeled #92) Interlopers of Ruun-Khazai (Stronghold Builder’s Guidebook; LVL 13) An ancient githyanki stronghold is ripe for the picking-or is it. Lord Flame (C.Threat; CR 3) He fights, he burns. What else is there? The Swarm (LVL 1) it’s never too late to savor the sweet taste of revenge. Supports the new novel”The Savage Caves.” Return of the Blessed Damozel (S.Trek; LVL 11) A restless spirit pleads for a troubled soul dot mend his ways. The Razing of Redshore (LVL 20) Can the city of Redshore be saved from utter destruction? This adventure is your gateway to EPIC-level play. Issue #93 (Monster Tokens-Set #6; Writer’s Guidelines) Vanity (LVL 5) An ancient temple’s guardian hides the secret of one man’s great hubris. The Statue Gallery (S.Trek; LVL 9) Something has the peaceful Broken Axe Clan of lizard-fok riled up. Swamp Stomp (LVL 4) Sadie & Her Lair (C.Threat; CR 7) This drider has something to prove, and the means to do so. The Storm Lord's Keep (EPIC LEVEL HANDBOOK; LVL 21)The Storm Lord’s daughter has been slain, and no force in the world can keep him from his vengeance-except the PC’s. Issue #94 (Labeled Issue #92; Purple Illithid named Barney on the cover; Monster Tokens set Issue #7) Spiral of Manzessine (11th; 9-15) Few can imagine a prison more terrifying than one run by illithids. Welcome to Manzessine. Bloodlines (7th;4-10) The long-forgotten monastery to the lord of winds hides a secret of immense evil. The Last Hunt (4th; 2-8) Lord Algen rides again, but can he survive his final quest without aid. Worms in the Exchequery (15th; 11-19) A mysterious order of thieves have stolen the Infanta’s jewels, but all those who have faced them have perished. Nakhti (Critical Threat: CR 10) Is it possible to be more devoted to Nerull than if you’re already dead? Larnyth (Critical threat: CR19) Size no longer matters when you walk tall and ride a giant stone beetle. The Excavation (S.Trek; 3rd; 1-7) The fall of a blackguard’s tower left a little something behind for the unwary to discover. Issue #95 (Monster Tokens set Issue #8) The Jackal’s Redemption (9th; 7-14) Strange, red-armed devil creatures are kidnapping innocent townsfolk, and the town’s guardian is missing. The Witch of Serpent’s Bridge (3rd; 1-7) Sabotage! Workers on the new temple of Kord are being injured or killed at an alarming rate, but is the witch of serpent bridge to blame? Porphyry House Horror (BOOK OF VILE DARKNESS; sealed section: 10th; 7-15) Only the depraved survive the streets of Scuttlecove for long, but now a dark force has surfaced in the town’s most popular attraction, making even this city crave calmer days. Yu’thiol Mansecho (C.Threat: CR unlisted-Githyanki Rog4/Ftr2/Ill4)The githyanki pursue goals alien to most on the Prime Material Plane. This super agent is prepared to betray anyone to further the lich Queen’s cause. Lust (S.Trek; 4th; 2-6)Heredity can lead you to a dangerous and dark deeds, especially if you’re a half-fiend. Keershaz the Imp (C.Threat: CR6) This once-mighty demon lord has fallen far, but his passion for slaying adventurers can make him a deadly and implacable foe. Issue #96 (adaptable levels no longer listed in the TOC; Under the arena map insert; paired with arena map in Drg#303.) Provincial Prior Cause (1st) Cultists of Gruumsh have subverted one of the Soldiers of the Sun, and the PC’s must track the traitor down. Pandemonium in the Veins (Gladiator: 5th) Life as a gladiator is deadly enough inside the arena. So it’s just unfair when something starts killing the prize fighters outside their matches. It’s up to the PC’s to go undercover as gladiators themselves and solve the mysterious deaths. Paired with Dragon #303. Beyond the Light of Reason (13th) The town of Rutherton has lived in peace for years thanks to the protective flame of the light of reason. When the flame is extinguished, the PC’s must race against time ot re-light it or the town will be destroyed. Cold Storage (C.Threat: frozen room) This icy chamber will chill your PC’s to the bone. Hollow Threats (S,Trek; 1st) A dragon turtle is headed the PCs’ direction, having terrorized towns up and down the coast. Is the small fishing hamlet of Fogly next on its menu. Issue #97 Heart of the Iron God (13th) A 185-foot iron giant has appeared out of the ocean to terrorize the coast. It’s metal skin hides many secrets and only the PC’s can find a way to halt its path of destruction. Life’s Bazaar (Adventure Path: Shackled City; 1st) This Dungeon Magazine ADVENTURE PATH begins! Enter the city of Cauldron, a metropolis recently besieged by a rash of disappearances. The population of the city is nervous, but the disappearances became personal when four orphans were taken from their beds three nights ago. The Lord Mayor is stumped, and the city needs new heroes to uncover the mystery of the lost Cauldronites. Demonblade (16th) The legendary demonblade has resurfaced and claimed the prince of Manderaun. Only the intrepid PC’s can rid the land of the former inhabitant ot the demonblade, as well as its foul minions. Blind Man’s Bluff (S.Trek; 6th) A pair of leprous mountain dwarves plead for the rescue of their compatriots form a deadly ettin-wight. Xollox (C.Threat: CR 19 beholder) He rules a kingdom of deceit and subterfuge, and his paranoia makes him deadlier than the average beholder. Issue #98 (Issues go monthly; Monster Tokens set Issue #9) Flood Season (Adventure Path: Shackled City 4th) The second installment in the Adventure Path series has arrived! As winter approaches, the rains begin to fall on Cauldron. In the past, this season has been a cause for alarm, but the last few years, it has become a reason for celebration. Suddenly, a prominent Cauldronite is brutally slain, and the rains start to fall. Some dark power is linked to these recent events, and the acclaimed new heroes of Cauldron are beseeched once more to find a solution. Gluttony (S.Trek: 4th) Blood-sucking evil-doers have been terrorizing remote farms. The locals claim a vampire infestation, but are the fanged, unholy undead really responsible? Wings, Spikes, and Teeth (S.Trek 8th) Lions from the mountains have suddenly come to the lowlands and begun attacking travelers. What fell influence has come over the normally reclusive beasts? Issue #99- Dungeon Dressing set Issue #1 Quadrapartite (14th) A minion of chaos as come to the Prime Material Plane form the void of the Far Realms to terrorize and conquer in the name of its masters. The PC’s must act quickly to assemble a legendary artifact powerful enough to weaken the minion so it can be defeated. Fish Story (Bonus Subscriber: 5th) Locathah have invaded, or so it seems. But why, after all these peaceful years, have the fish creatures abandoned their home? The PC’s must journey to the flooded village of Waterford and delve into the past to discover the cause of the current commotion and uncover the secret history of the region. Phyx (C.Threat: choker CR 16) The drow train marvelous servants, but when one fo their minions grows a spine and escapes, it makes for a deadly encounter. The choker Phyx is just such and enemy. His assassin training combined with his natural choker abilities make him a potent foe. Colossal Crypt (C.Threat: room) This tall chamber is composed of rings of ancient crypts. Do they hold the heroes of old? Or possibly the villains? Maybe the giant headless statue that serves as the crypt’s centerpiece holds the key. 3.5 Edition Adventures Issue #100 (All adventures now 3.5Edition D&D format; giant Incursion map insert.) Old Embers Never Die (Flame, the Dragon from Issues 1 & 17 returns; 12th) The red dragon Flame, from Dungeon issues #1 and #17, returns to the Western Moutnains-Twice! This adventure also features an exclusive preview of the D&D Draconomicon, releasing this fall. Woe to Mistledale (8th) The sequel to issue #87’s “Raiders of Galayth’s Roost” returns to the PC’s to the Dales region, where they must uncover a plot to destabilize the region. The Lich Queen’s Beloved (Githyanki; 18th) The Incursion has begun! Dungeon’s contribution to this three-magazine project sends the PCs to the Palace of Whispers in the githyanki capital city on the Astral Plane. There the characters must brave the githyanki lich queen’s deadliest tricks and traps to stop her quest for godhood. Beast of Burden (6th) A massive behemoth from another plane stalks the land, destroying everything in its pathi with the aid of an army of gnolls. Lone Tooth (A&A: Dire Lion/Mnk12; CR14) This reincarnated monk guards a natural paradise, but under the right conditions, he might join a worthy cause. Derthan Kaderas (A&A: CR9) This cunning, mysterious NPC hides a dark secret. Master Thest (C.Threat: Weretoad CR 10) This weretoad likes hi victims like and kicking, preferably in his belly Hungash (C.Threat: hobgoblin CR9) Wizards make potent foes, especially when all they care about is ensuring your death. Issue #101- (Subscriber section: Bonus map of mystery and “The Chasm Bridge” Monster Matrix card insert) Prison of the Firebringer (FR: 13th) From the author of issue #86’s “Rana Mor’” this massive Forgotten Realms adventure takes the characters on a quest in the Silver Marches. A powerful evil force, long ago imprisoned by a cabal of wizards, seeks its vengeance against the realms. The Chasm Bridge (Subscriber bonus: originally appeared in Dragon Issue #131; 7th) An important chasm crossing in the Underdark has been claimed as the territory of a power-hungry wizard. He has taken to charging exorbitant tolls to any who would cross the bridge. Either way they chose-pay or slay- the PC’s must pay the price. This D&D adventure is a Revised 3rd edition conversion of a module that originally appeared in Dragon #131. Issue #102 Cry Wolf (2nd) A rare breed of wolf has apparently been staging daring attacks on citizens of Rendrick. A group of hunters seek to claim bounty on the beast, but as the PC’s quickly learn, the wolf isn’t all it appears. Something sinister lurks in the woods near town, and the PC’s must act quickly to save innocent lives. Zenith Trajectory (Adventure path: Shackled City; 6th) The third installment of the Dungeon Adventure Path is here! The PC’s action sin the city have gained the attention of local aristocrats. One of these wealthy merchants seeks the return of his son so he can be free of a powerful curse that’s destroying his body. The heroes must undertake a perilous journey through the Underdark in pursuit of the prodigal son, but when they find him, returning him to Cauldron might be the last of the PC’s worries. Issue #103 (Erik Mona new editor; flip format eliminated; Polyhedron reported to be shrinking somewhat) Glacial Inferno (7th) The evil wizard Huhueteotl’s flame mages threaten the Duchy of Urnst! Track the curs to their fiery lair, take a dip in liquid hot magma, and prepare yourselves for a chilling surprise. Forest of Blood (FR: 5th) While relaxing at the Berlingford Sprin Faire, the heroes stop a pack of wild dogs form savaging innocent revelers. But these are just the latest in a long line of unnatural animal attacks. Investigation leads to a wide-ranging plot hatched in the depts. Of the treacherous Forest of Blood. Sinkhole (Subscriber bonus: 4th) After a long day’s travel, the PCs take refuge in a safe little village inn of an honest night’s sleep. Fate intervenes when the inn falls into a deep self-sealing-sinkhole, and the heroes must help surviving patrons out of a complex cave system without accidentally stumbling into the Plane of Shadow. Issue #104 Dragon Hunters (7th; p.16-43) Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover that the dragon may be the least of the fort’s troubles. The Demonskar Legacy (Adventure Path: Shackled City; 8th;p.44-81) The Shackled City Adventure Path continues! After a riot erupts in the streets of Cauldron, the CP’s must track down a missing paladin before the mob tears the city apart. Issue #105 (C.Threats not listed in TOC) (Dungeon Adventure Player Rewards! Take advantage of the RPGA’s Player Rewards program by scoring points with the adventures from this issue of Dungeon Magazine! Each adventure is worth 2 D&D Player Rewards points, and remains active until 1/29/03[sic]. Drop by www.rpga.com for more details and use the following adventure codes: Racing the Snake (6th) (105TS1DN) A merchant’s daughter faces an assassination threat. Will you lead her would-be killer on a chase through the treacherous Yatil Mountains while she makes good her escape? The Stink (4th) (105RS1DN) The city of Suncliff has so much trash they’ve devoted an entire quarter t it, naming the reeking ruins “the Stink” and piling garbage as high as the eye can see. But sanitation workers have been vanishing form the Stink at night, and only your heroes hold the key to solving the smelly mystery. Warduke (C.Threat; CR20) Hierarch of the Horned Society Issue #106 (Dungeon Adventure Player Rewards! Take advantage of the RPGA’s Player Rewards program by scoring points with the adventures from this issue of Dungeon Magazine! Each adventure is worth 2 D&D Player Rewards points, and remains active until 2/29/04. Drop by www.rpga.com for more details and use the following adventure codes: Tammeraut’s Fate (6th) (106TF1DN) A sunken ship, an island hermitage, and martial arts zombies give your heroes the fright of their lives. The Black Egg (12th) (106BE1DN) When an ill-favored orb drops form the sky and devastates the countryside, only the PC’s stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish worms into your campaign world! Dantalion (C.Threat; CR 15) Dark Champion of the Sword Lord Volkag (C.Threat; CR 12) Summoner of Death // |