Professional Documents
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COMPLETE
INDEX
DUNGEON
Criteria of Quality
Writing (originality, quality, utility, plot)
Content (maps, future use, NPCs, monsters)
Challenge (appropriateness & depth)
Fun (how much embellishment did the DM
have to do for his players to make it good?)
Maps of Mystery Quality Criteria
Quality, pages, originality, utility, guide
present
Quality Ratings
* = Average (descriptor if worse)
** = Good
*** = Great (descriptor necessary)
**** = Best scenario this year (descriptor
necessary)
Multiple listings will be evident as different
DMs send in their ratings.
The Index
1st Edition Adventures
and a smattering of original edition D&D
Issue #1
(September/October 1986.
Editor Roger
Moore; Publisher Michael H. Cook. $3.75.
$18.00 subscription (bi-monthly). 64 pages.)
The Dark Tower of Calibar (4-7; Michael
Ashton and Lee Sperry; 15p) A deadly search
for a crown. A vampire has the royal crownand youve got to get it back. The Vampire is
the least of your worries.; **; Err #2
Assault on Eddistone Point (1-3; Patricia
Nead Elrod; 9p) What happened to the signal
tower? What waits for you in the misty
mountains? What awaits you in the lonely
signal tower?; **
Grakhirts Lair (1-3; J. Nephew; 10p) At war
with the norkers. The leader of a norker
uprising is free. Go find him! The war is overbut theres one battle left.; **; Err #2
The Elven Home (bD&D; 1-3; Anne Gray
McCready; 4p) A brief encounter with an
unusual dwelling. A Basic D&D wilderness
scenario.
Into the Fire (6-10; Grant and David Boucher;
19p) The legacy of a lost prince. The solution
to a 15-year-old mystery lies in a volcanic
mountain range. The last force sent in was
destroyed. Youre next. A lost prince, a silver
necklace, and a dangerous journey.; ***
(everyone alive should have played this
adventure..and maybe not lived to tell about
it~jh)
Guardians of the Tomb (3-5; Carl Smith; 3p)
A silent forest, a lonely shrine, and no
survivors.
Vengeance awaits beyond the
grave.
Issue #2
(10,000 issues of Dungeon produced 4838
copies distributed)
The Titans Dream (5-9; W. Todorsky; 11p) A
casual visit to a living, nightmare theater; **
In the Dwarven Kings Court (5-5; W.Walsh;
17p) Royal intrigue and danger. A thief prowls
the dwarven palace, but even more goes on
than meets the eye.; Err#3
Caermor (2-4; N.Findley; 12p) A killer stalks
the night. A highland town faces a greater
danger than can be imagined-an no one wants
your help against it.;**
The Keep at Koralgesh (bD&D; 1-3;
R.Giacomozzi & J.Simmons; 19p) Journey to
a lost city. Only the Keep survived the
destruction of Koralgesh, but a few
adventurers will survive the terrors that now
stalk the lost Keeps halls.; **
Issue #3
Falcons Peak (1-3; D. Howery; 7p) Lord
Falcon is dead, and so no one will mind if you
hunt for his treasure-you hope. Err#4;**
Blood on the Snow (3-7; T.Kane; 16p) Arctic
adventuring. In the frozen wastes, one can
find wealth, beauty, and ones own death.
The Deadly Sea (4-7; Carol & Robert Pasnak;
14p) A dangerous undersea rescue. A rescue
mission into the green depths of the ocean.
The Book with No End (8-12; R. Emerich;
23p) The ultimate tome of power. A vanished
tome, a faded legend, and the end of the
world.; **
Issue #4
Kingdom in the Swamp (6-9; J. Nephew; 12p)
The dead rule, the living die. Would you trust
a thief to lead you to a vampire?; Err #5
Escape for the Tower of Midnight (2-4;
P.Kane; 12p) Two thieves guilds fight to the
death-with you in the middle.
Fluffy Goes to Heck (3-5; Rick Reid; 13p) Of
devils dark and things that bark. Yes, cute
widdle Fluffy has been dognapped, and you
must brave the flames of Heck to save her.
Trouble at Grogs (1st; Grant & David
Boucher; 23p) Havoc among the half-ogres.
Cant a half-ogre find a little peace in
riverside town full of adventurers, bigots, and
thieves?;*** (a great adventure-DA)
Issue #5
The Rotting Willow (7-9; E.BromleyIII; 7p
This roadside stop could be your very last.
Lady of the Lake (1; L.Ferguson; 8p) Even
ladies in distress arent all that they seem.
The Stolen Power (1-3; R.Kelk; 9p) Dark cults
and infinite magic. A missing tome, a trail of
clues, and an unusual cult.
The Kappa of Pachee Bridge (ORIENTAL; 25; J.Batista; 5p) An Oriental Adventures
encounter. An unusual visitor who likes
villagers-medium rare.
The Trouble with Mylvin Wimbly (bD&D 1-3)
A midnight encounter with a halflings guerilla
and a vengeful magic-user.**
The Eyes of Evil (10+; T. Hickerson; 6p) A
promise of adventure and riches, wit a hint of
total annihilation.;**
Hirwards Task (4-7; R. Stump; 9p) A wizard
in needHirward the Wizard has a little
problem on his hands-and its destroying his
fortress, followers and future.;**
Issue #6
After the Storm (8-10; N.Kopsinis &
P.Goshtigian; 12p) A gold-laden shipwreck in a
deadly boat. The strangest things wash up on
the beach sometimes.
White Death (4-7; R.Maxwell; 5p) One reason
why they call it the dead of winter.;**
Bristanams Cairn (8-12; J.Nephew; 6p) A
friendly little cottage and a dreadful secret.; **
Deadfalls on Nightwood Trail (S.Trek/mini; 34) Your best foot forward could well be your
last.
The Curse and the Quest (4-8) Whats the top
prize in this grim relay race? Your lives, of
course.***
Nine-Tenths of the Law (7-10) The evil
wizard had a fail-safe plan for survival. It
worked perfectly-almost.**
Issue #27
Tarfils Tomb (bD&D; 10-14) A simple cleric
has a complicated vision-and youve become
part of it.
Juggernaut (4-7) Meet a goblin who has the
best (and deadliest) toy around.
Courier Service (3-6) Only two things are
certain: taxesand death.**
Bride for a Fox (ORIENTAL; 4-8) Treachery
so deep that even the villains cant find the
bottom.
The School of Nekros (6-12) The halflings
loved their river until it filled up with dead
things. Thats when they called you.**
Issue #28
The Pipes of Doom (6-10) The forces of evil
are ready to attack. But first, a musical
interlude.
Mandens Meathooks (S.Trek; 4-6) As a bandit
gang, they werent much. Then they found
this magic lantern.
Sleepless (9-12) A spell went wrong, the
wizard was burned up, and now all sorts of
unwanted guests are arriving to celebrate.
Night of Fear (bD&D; 1st solo) Most country
inns are noted of their charm, peacefulness,
and security. But not this one.***
Visitors from Above (SPELLJAMMER; 4-8) A
star falls from the heavens, and terror follows
in its wake.
Issue #29
(Shifting Dungeon Tiles for Ex Libris)side
treks are called miniadventures before this)
(Cardboard maps for Ex Libris)
Nymphs Reward (4-6) First impressions are
sometimes dead wrong
Ex Libris (5-8) Opening a book in this library
can expand your mind-or scatter it around the
room!; *** (fantastic adventure-jh)
Through the Night (Mini-adventure/S.Trek; 12) You cant see it. You cant hear it. But it
wants you. And as soon as you fall asleep, its
got you).
Til Death Do Us Part (8-10) A marriage made
in hell-and still going strong. **
Mightier than the sword (1-4) For his
invention, he hoped for fame, wealth, and
respect. He got an arrow in his ribs instead. **
Issue #30
(Cardboard 3-d heroes for Bertrum adv.)
Issue #45
An Artists Errand (6-8) The reigar believe
that Art is everything, and this reigar
will do everything to retrieve her
stolen property.**
All Things Nice (S.Trek; 2-4) Some scoundrels
can rob you with a smile.**
Rudwillas Stew (1-2) Combine adventurers,
magic, and chopped monster. Bring to a boil,
simmer, then serve.**
Gritzels Guidance (S.Trek; 9+) All-seeing, allknowing Gritzel; a seer with an eye on your
pocketbook.
Prism Keep (6-8) This glass house is a
reflection of its owner. Enter at your own risk.
(Correction in Letters issue #50)
Issue #42
Whisteldowns Mantrap (S.Trek; 3-4) The
dryad, the mantrap, her mate, and its
meal.
The Lady of the Mists (6-8) Some people live
past their time, others linger on as ghosts. The
Lady could be either.**
Izeks Slumber (Greyhawk; S.Trek; 7-10 or
wizard 12-14) Sometimes you should let
sleeping wizards lie.
Ransom (D&D; 3-5) Deliver the money, bring
home the boy: A simple exchange gone
wrong.**
Legacy of the Liosalfar (1st); The elven war of
light and darkness is long over, but not quite
forgotten.**
The Price of Revenge (Ravenloft; 4-6)
Welcome to Ungrad: Friendly people, hot
stew, and a cold death awaits you.**
Issue #46
(Cardboard cut-out maps)
Dovedale (bD&D; 1-3) The river is running
dry, the harvest is threatened, and the fish are
unhappy.**
Floating Rock (5-9) Meet the strangest band
of pirates on the seas. Meet their ship too.
Goblin Fever (3-5) Snipers, food shortages,
fires, and mayhem. The city of Waen Fawr has
a bad case of the fever. (Correction in letters
issue #47)**
The Iron Orb of the Duergar (11-15) The
Northmen are on a rampage and only the
duergar know why. Discover the secret of the
iron orb. ; *** (superb all-around~jh)
Issue #43
Jacobs Well (single player; 2-4) Its alive, its
hungry, and its growing. And youre on its
menu.**
Moving Day (3-5) Moving to a new place is
always a chore. Now its deadly.
Mayhem at Midnight (Dragonlance; 4-7) Get
ready for a dazzling finale-yours.
King Olegs Dilemma (1-4) Could your
mission be a snow job?
Into the Silver Realm (8-12) Never, ever steal
a silver sword.**
Issue #44 (First non-staff editorial)
A Hot Day in LTrel (1-3) The town is on fire,
an youre drafted to help put it out.**
The Hand of Al-Djamal (9-12) Someone is
killing museum employees. Can you finger
the culprit?
Raiders of the Chanth (Dark Sun; 3-5) The
peaceful tribesmen have taken to raiding. Its
your job to stop them.
Train of Events (6-10) No outsider has ever
seen the dwarven railroad. Now its up to you
to get it back on track.**
Issue #47
Shades of Darkness (4-6) Evil lurks in the
shadows, but it might not be what you think.
Hear the voices from the shadows.**
Quelkins Quandry (3-5) Reports of the
owlbear incident were vastly exaggerated.
When is an evil mage not an evil mage?**
Smouldering Mane (S.Trek; 7-10) Only you
can stop wildfires. Born free, dying young.
When the Light Goes Out (Solo; 1st level
priest) Curse the darkness or light another
candlefish. Watery ghosts under a midnight
sun.**
Fraggarts Contraption (1-2) They kidnapped
the gnome for ransom. Now they cant get rid
of him. Itll work for sure this time.
Really.**
The Assassin Within (Al-Quadim; 3-5) The
god of knowledge wants Professor Hakim
dead.
Learn why, or face the final
examination. A tale told from the inside out.
**
Issue #48
(Poster map for Them Apples)
To Bite the Moon (9-12) Discover the secret
life of gnolls, and meet their goddess. A little
gnolledge is a dangerous thing. (Corrections p
47 issue #49)**
The Oracle at Sumbar (3-6) Cross the Sea of
Fallen Stars to see old debts repaid. Does it
tell the truth or spin tall tales?
Into the Nest of Vipers (Forgotten Realms, 13) 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, 4-6) Tragedy haunts the Ransay
family and all who stumble into their
domain.**
A Day at the Market (S.Trek; 2-4) From
horned behemoths to belching blobs, this
markets full of wonders.** (humorous)
Mertylmane's Road (5-7) A cold death awaits
you in Kalorias arctic wasteland.**
Crusader (3-6) The search for a paladins
sword leads to a wizards trap-laden lair.
Earth Tones (7-9) Not all music soothes the
savage beast.**
Fruit of the Vine (2-4) A [sic] old friend needs
help with some housecleaning and gardening
MoM: Inn Map with guide**
Issue #77 (Stephen Daniele did all illustrations
and maps this issue; Contest Questions
(Answers in #79 p.41)
Visiting Tylwyth (1) A spurned witch and her
kobold henchmen make life difficult for poor
Uncle Tylwyth.**
A Feast of Flesh (S. Trek; 3-5) Visit an Idyllic
village with some dreadfully boring problems.
Wind Chill (4-6) A howling wind beckons
travelers to a quick and painful death.
Ex Keraptis Cum Amore (Greyhawk, 8-12) If
you thought the legacy of Keraptis ended with
White Plume Mountain, think again!; ***
Stage Fright (S.Trek; 1-3) its all in the
delivery.
To Walk Beneath the Waves (3-5) Danger
arises from the deep. Have the vicious sea
devils returned?
The Futures Edge (ALTERNITY fast-play
adventure) You have been sent in your
starship, the Lancelot to break into Serin-Ru
space-station prison, locate the ambassador
and rescue him.
MoM: Cave Side-View ** (reminds me of the
side view under the keep in the basic D&D set
guide 1981)
Issue #78 (Chris Perkins takes over as Chief
Editor/Designer; Tricks to getting published on
p.78)
Lear the Giant-King (9-11) The storm to end
all storms heralds this epic tale of love, woe,
madness, and betrayal.; Shakespearean
Adventure (others in 52,54)**
Veiled Threats (S. Trek; 4-6) The baron has an
important quest for you-but first, a message
from our sponsors (Erratta: Kenku
communicate telepathically#81)
Peer Amid the Waters (1-2) The nixies have
found something strange in their lake.**
(Correction p88 issue #81)
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Refugees
Online Supplement:
The online PDF
supplement to this Dungeon is now available.
This supplement contains all the maps from
the issue, as well as player handouts and NPC
illustrations.
Issue #117
Fallen Angel (4th, K.Baker) EBERRON.
[117FA1DN] On Olarune 9th in the 918th year
since the founding of the Kingdom, one of
Sharns floating towers fill from the sky,
crushing much of the Godsgate District. Now,
a band of bestial savages searches Godsgate
for the remnants of a broken statue, pulling the
PCs into a plot that could destroy Sharn itself.
Touch of the Abyss (11th, G.Vaughan)
[117TA1DN] A decade ago, the drow goddess
Lolth captured the city of Istivin in her worldspanning Demonweb. Adventurers eventually
won the day, but the affair left a dark stain on
the citys soul that now sputters to terrible life.
Part one of the Istivin: City of Shadows
campaign arc.
The Winding Way (14th, N.Logue) The
Temple of the Winding Way stands watch over
the twisting passes of the northern mountains,
but who stands watch over the temples
wretched secret? (a useless blurb for a DM
because it asks a question) [116WW1DN.is
this correct..116?]
Backdrop: Istivin: City of Shadows
Shackeled City Issues Summary
Mastering the Game:
Starting a new
campaign (part 4): table rules
Five Second NPCs
Graveyard Encounters
A brief Respite (sanctuaries for PCs)
Bridging the Gap
Online Supplement:
The online PDF
supplement to this Dungeon is now available.
This supplement contains all the maps from
the issue, as well as player handouts and NPC
illustrations.
Issue #118
Box of Flumph (1st, T. Hitchcock) It had to
happen. Of all the creatures in the history of
Dungeons & Dragons, the lowly flumph has
perhaps the worst reputation.
Can Tim
Hitchcock and the DUNGEON staff revive this
loveable loser in a way that wont fill Prison
Mail with hate mail? [118BF1DN]
Shadow of the Abyss (11th, G.Vaughan) On
the trail of Ilkharis, frost giant cleric of
Kostchtchie and pawn of the Malgoth, the
PCs venture out of Istivin to a mountain
border fort inhabited by giants and a nasty blue
dragon. Part Two of the Istivin: City of
Shadows campaign arc. [118TA1dn]
Tyrant of the Trail (14th, J.Simcoe) At the
heart of the Vesve Forest lies the warped,
twisted region of deadly bogs, acidic gases,
and treacherous terrain known as the Defiled
Issue #119
Unfamiliar Territory (3rd,Chris West) When
his wizardly master's tower collapsed ages ago,
the imp Hezzrack found himself trapped in the
basement for a long, long time. After spending
many years playing chess with himself and
arranging macabre passion plays with the
animated skeletons that survived the collapse,
he finally found a way to escape.
Unfortunately, that escape required signing a
contract with a particularly unpleasant goblin
adept; Hezzrack had managed to escape his
prison of stone by leaping into a prison of
servitude. If only a group of adventurers were
to come along and take care of the goblin and
release him completely! [119ug1dn]
Wrath of the Abyss (12th, G. Vaughan) A new
conspiracy against shadow-haunted Istivin has
been laid bare! The drow have returned to the
beleaguered city, and worse, they have
captured the only living creature who possibly
knows how to destroy the parasitic Abyssal
entity that taints its alleys and foundations.
What ties do these dark elves have to the
notorious Vault of the Drow? And what exactly
is the creature that haunts the city above? Find
out in the exciting conclusion to the Istivin:
City of Shadows campaign arc! [119wa1dn]
Tomb of Aknar Ratella (14th, J.Flynn) Long
ago, Aknar Ratella brought pain and desolation
down upon the land. His reign of ruin was
finally ended by an unlikely alliance of the
forces of law: a band of devils and devas slew
the warlord but were unable to destroy his
dangerous weapons and relics. They chose
instead to hide these potent artifacts of evil in a
remote tomb, selecting a devil and a deva to
stand guard over the tomb for the rest of time.
For many centuries, the tomb stood
unspoiled... but now, a new player has entered
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Issue #123
Quicksilver Hourglass (30th, By Anson
Caralya) Hidden between the planes of
existance and behind time itself for countless
eons, the Quicksilver Hourglass has kept its
terrible prisoner obscured from reality. Yet
now, the leader of a transplanar conspiracy of
vampiric masterminds has invaded this ancient
prison, intent on unleashing a wretched doom
upon all that live and breathe.
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19
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..
Issue #151 Onwards
WotC refuses to
relicense Dungeon to Paizo Publishing, LLC
and relegates it to simple online postings.
Only the actual adventure listings will be
indexed from here forward.
Issue #151 (online)
Hell's Heart by Nicolas Logue. Although he's
imprisoned in the asylum of Hell's Heart, is
Sharn ever safe as long as Viktor SaintDemain still breathes? The PCs have foiled
him before in his quest for wealth and power
by manipulating Sharn's dark underworld, but
are the walls of an asylum enough to keep the
city safe from this evil genius? It's up to the
PCs to find out when Baron Trelib d'Medani is
invited to tour the asylum, whether they've
been invited along or not!
Iggwilv's Legacy: The Lost Caverns of
Tsojcanth by Ari Marmell, Edward Albert,
and C.A. Suleiman. Long ago, the legendary
witch-queen Iggwilv bound a force of
unspeakable evil in her mountainous lair. This
evil has been slowly leaching into the
surrounding countryside, driving residents
insane while simultaneously drawing all
manner of foul creatures to the region. Can
you brave the Lost Caverns of Tsojcanth and
stop the corruption from spreading further?
Check out the complete adventure here.
Issue #152 (online)
Moagim's Clone by Ryan Smalley. A century
ago, the archmage Gilead, protector of Adrigal,
battled the Hornlord Moagim. Their respective
armies had fought to a standstill, and the two
wizards knew that neither would win while the
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Hail of Mystery ~ 21 (D&D; any; Don Turnbull) A do-ityourself D&D module. Short.
Faceless Men & Clockwork Monsters ~ 17 (D&D;69;G.Gygax) "A Dungeon[] & Dragon[] adventure aboard
the Starship Warden.
Wandering Trees ~ 57 (AD&D; any; M.Malone) Prizewinning AD&D module from International Dungeon Desin
Contest II.
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