You are on page 1of 23

Hafners Complete Dungeon Index

Occasionally, you will still see my pet-peeve


where a question appears for players, but
mostly writers have evolved.

COMPLETE
INDEX

DUNGEON

Compiled by Jay A. Hafner


Lakewood, CO USA
(Hafner.Jay@Gmail.com)
Emirikol the Chaotic
Revised: 12/22/07
This list of the scenarios and blurbs of
DUNGEON Adventures magazine was
compiled to help DMs sort through issues
more rapidly and have more time to do what
we really want-play the game. Errata and
corrections are noted when I could find them
(contact me if I missed any). Some additional
indices are included for completeness (Dragon
Adventures, etc.).
History of the Scenarios
Dungeon was first announced in Dragon #107
and was published by TSR. The first set of
guidelines for submissions appeared in Dragon
#111. Dragon and Polyhedron were the first
TSR publications offering scenarios and
Dungeon evolved from their successes.
Dungeon also had several adventures reprinted in the AD&D supplement, Road to
Danger. Most consider Dungeon to be the
gold standard for scenario formatting and ease
of use (with some exceptions of course) as it
has grown from its most primitive days (see
some of the old adventures in The Dragon) to
the high-quality publication up to issue #150
and then onto the online-only version when
WotC removed it from the capable hands of
Paizo.
Regular indices used to be produced in
DUNGEON magazine as follows: #24 (1-24),
36 (25-36), 48 (37-48), 61 (49-60), 72 (62-72)
Note 61 was not originally indexed (150Complete)
What is a Blurb?
Blurbs originally started out as various
enticements on the cover, table of contents,
and on the first page of the adventure that
players reading Dungeon could use if they
wanted to suggest a particular adventure to
their DM. They were also geared for listings
in convention booklets. Well, players dont
read Dungeon, and having three blurbs is a lot
of needless extra work. Dungeons staff has
since evolved the blurb into a much more
useful DMs adventure abstract or enticement
that actually tells a little about the adventure.

Adventures, Editions, & Conversions


Conversion of adventures from any system of
D&D is not hard. However, when difficulty
arises, just wing it! The core of an adventure
doesnt lie in the rules. It lies in the story.

Format Key to Scenario Listings:


Issue Number (Inserts (maps, CDs etc.) are
noted next to the issue number).
NAME (WORLD; LEVELS/CR; AUTHOR;
PAGES) (RPGA PLAYER REWARDS
NUMBER) BLURB; QUALITY RATING;
ERRATA ISSUE NUMBER.
S.Trek = Side Trek or mini-adventure;
C.Threat = Critical Threat; A&A = Agents &
Allies; bD&D = the old D&D game. Titles of
S.Treks, A&A, C.Threats are not in bold.
After issue 125, world is listed as part of the
blurb). Downloads other than actual issues
are not typically indexed.
Quality Rating Scale
These ratings are suggested by DMs who have
run or read the adventures and submitted them
to me (jayhafner@lycos.com). The quality
rating of each scenario is measured using the
average of several criteria as listed below.

Thanks to the growing list of people (some


Enworld aliases) who help on this important
and useful project: Hellspont, Solomon (partial
Dungeon index), Todd Landrum, PirateCat,
Paul Grogan, Allen T. Grohe Jr, Jonathan
Richards, Rune Christiansen, Terence Bowlby,
Eric Noah, Chris Carey, Cildarith, Omnipotent,
Alzrius,
Barsoomcore,
d12,
Auraseer,
Blasphemonkey,
Silvermoon
Gundark,
Stormrunner, Joshua Randall, Allensh, Anivair,
Diaglo, VorpalBunny, W.Dougherty, Dacileva,
Ed Gibson, Defaultnameplayer, Holybovine,
Omand, Bagpuss, Michael Rooney, MistaRyte,
Grodog, Working Varl, Arvine, Nikolas
Landauer, Welverin, Bradon Cope, ced1106,
Kryndal Levik, Melan, Adlon Plane Sailing
Mithriltooth EricNoah
Sanackranib Tyler
Do'Urden Blackthorne mike mearls, skade,
pogre Barendd Nobeard asmo agamon
Sanackranib darrin drader
King_Stannis
capellan, stone angel, balrog, silver moon,
wicht,
byrons_ghost,
gordonknox,
monstermash, psychic warrior, stegger,
jonathan Richards, Rich green, (to post # 44)
If your screen name is listed above and youd
rather have your real name listed, please email
me.
Comments, rankings, and corrections are
always welcome!

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.

DUNGEON is published by Paizo:


http://www.paizopublishing.com/
Searchable The Wyrms Hoard:
http://www.paladinpgm.com/wyrm/

Hafners Complete Dungeon Index

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.; **

House of the Brothers (GREYHAWK; 6-10;


M. Shipley) Two huge opponents from the
World of Greyhawk fantasy setting.;**
Forbidden Mountain (4-7; L.Church; 8p)
Dungeons and dimension warps. A mad
venture across the fourth dimension.;**
Tortles of the Purple Sage (bD&D; 4-10
Merle and Jackie Rasmussen) A thousand
miles of adventure. Part 1 of an Expert-level
quest into a hostile wilderness. (Pt.2 in issue
#7)**
Issue #7
Nightshade (1-3; N.Findley; 5p) A simple
errand is never what it seems.;**
Tortles of the Purple Sage II (bD&D; 4-10;
Merle and Jackie Rasmussen; 18p) Part 2 of an
Expert-level trek to three lost cities. (Pt.1 in
issue #6)**
The Matchmakers (1-3.P.Elrod; 11p) Can
love really conquer all? Alls fair in love and
rivalry.;**
Samurai Steel (ORIENTAL; 3-5; D. Salas)
Treachery, beauty, and honor. A beautiful face
hides treachery and deceit.;**
The Jingling Mordo Circus (10+; V.Broquard;
15p) Carnival fun and deadly danger. Step
right up, ladies and gentlemen.**
Issue #8
Mountain Sanctuary (1-3; J.Nephew; 6p)
Obnoxious little problems can easily become
obnoxious big ones.;*
For A Ladys Honor (4-7; E.Hammons; 8p)
When the going gets tough, the thieves get
going.;**
In Defense of the Law (7-10; Carl Sargent;
18p) If Chaos wins, everyone loses. They sure
dont make lawful allies like they used to.; **
(good adventure by a great author)
The Wounded Worm (4-8; T.Kane; 11p)
Injured dragons are the most deadly. Crippled,
wingless, old-and a thousand times more
dangerous.;**
The Flowers of Flame (ORIENTAL; 5-8; J.
Batista; 17p) A lost valley of evil awaits. Why
are your governor, your Emperor and your
gods so interested in a fairy tale?
Issue #9
(Barbara G. Young assumes editor position)
The Lurkers in the Library (1-3; P.Elrod; 6p)
The quest for knowledge can be as
dangerous as any other.
The Crypt of Istaris (3-5; R. Fichera; 14p)
Dungeon exploration can be a blast. Its all
over (and literally so) after midnight**
The Djinnis Ring (bD&D3rd-solo; V.Garcia;
11p) Even a djinni needs help sometimes. Our
first solo adventure-no DM required! A djinni
in need can be trouble indeed.
The Golden Bowl of Ashu Hsan
(ORIENTAL; 2-4; R.Swan; 11p) What angers
the spirits? You dont have long to find out.

Hafners Complete Dungeon Index


The Ghostship Gambit (bD&D 3-6; R.
Maxwell; 6p) Help wanted: fearless crew to
stop undead pirates.
Pay bills before
applying.; **
The Plight of Cirria (8-12; Grant & David
Boucher; 13p) High adventure in the highest
places. Definitely not for those who are afraid
of heights.;*** (great- DA)
Issue #10
The Shrine of Ilsidahur (3-6, John Nephew;
6p) Its strange that a shrine to a vanished god
should still be taking sacrifices.; **; Err#11
The Artisans Tomb (ORIENTAL; 3-5; M.
Maaske; 3 p) Sometimes even the dead need
help. Everything would be fine if the person
youre trying to help wasnt already dead.
They Also Serve (5-7; Robert Kelk; 11p) Not
everything worth stealing is worth cash.**
Monsterquest (1-3, Vince Garcia; 11p) Evil
marauders have feelings too. Ever wonder
how the monsters feel about adventuring?;**
Secrets of the Towers (1+, Larry Church; 9p)
Stepping through a door can mean a grand
adventure-or a horrifying death.;**
Threshold of Evil (14-18; Scott Bennie; 21p)
The hardest part is just staying alive. On a
storm-blasted mountain lives an immortal
Arch-Mage with a foul temper.
The
townspeople want you to talk to him-and kill
him, if necessary.;**
Issue #11
(voted issue with the coolest adventure titles)
The Dark Conventicle (8-12) The darkness
beneath the ruins. If you save only one
kidnapped daughter this year, save this one.
The Wooden Mouse (5-8) What wondrous
powers could a wooden mouse have the at
make its theft so deadly?
The Black Heart of Ulom (5-8) An evil forest
with a mind of its own. The druids gave the
forest a mind of its own; that their creation
would turn evil was not part of the plan.**
Wards of Witching Ways (3-5) A friendly
wager on your survival.
Surviving the
shipwreck is easy; living through the wizardly
bet afterward is not.**
Issue #12
Light of Lost Souls (2-4) For some, duty and
revenge are stronger than death.
Scepter of the Underworld (12th-solo) An
Arch-Mage teleported you out of bed this
morning and gave you a mission. Lets hope
you survive it.
At the Spottle Parlor (bD&D; 1-3) Roll the
dice, but beware the toad! A friendly little
gambling game-with the most bizarre players
and rules!** (easy to run and fun)
Intrigue in the Depths (4-7) Stop the war
beneath the waves. The seas will boil with
war, and youre going to be right in the middle
of it.**

Huddle Farm (1-4) Whos harassing the


halflings? A barn is burned, a field is
trampled, and halfing tempers flare.[oooh
scare me] Can you prevent a family feud?;*
(long, silly and pointless-HL)
Issue #13
(Last issue with blurbs on front cover)
The Ruins of Nol-Daer (GREYHAWK; 5-8)
Abandoned ruins never are. He left the Abyss
to visit his human mother, not realizing he was
a century too late. Still, there was a lot he had
left to do; ** (adventure has a lot of potential)
Going onceGoing Twice (any) An ArchMage is retiring and selling his possessionsand youre at the auction!;**
The Moor-Tomb Map (2-4) But wheres the
dungeon? Its a battered map from a halfforgotten legend. Do its secrets lead to wealth
or to something less pleasant?; **
The Treasure Vault of Kasil (5-7) The owners
of the vault dared all looters to test their wits
against it. Hundreds of years later, the vault is
still unopened. Now its your turn to try to get
in.; **
Of Nests and Nations (bD&D; 8-12) A city
besieged from within. Watchmen are
murdered, ships explode and sink in their
berths, and savage monsters are summoned in
the streets-but no one can catch the killers.;**
Issue #14
Masqueraider (2-5) Monsters prowl in the
hills, but you never see more than one at a
time.;**
A Question of Balance (8-12) Two travelers
mysterious appear in a magical storm. Which
one is the demon?
Stranded on the Barons Island (4-6) Youve
just crashed the strangest party. None of the
guests are quite what they seem to be.;**
Master of Puppets (6-8) Hes a murderer and
a renegade wizard. The bodyguards hes built
are just as bad.**
Phantasm Chasm (5-7) The orcs youre
tracking have done an awful lot of damage for
mere orcs.
The Wererats of Relfren (bD&D; 3-6) This
little mountain town will soon become known
for more than its famous cheese. Will you
become part of the solution, or part of the
problem?**
Issue #15
(Dungeons circulation is already 34,308)
The Wreck of the Shining Star (4-8) A
shipwreck is an unfailing beacon for
trouble.;**
In pursuit of the Slayer (bD&D; 6-9) You
must stop the Slayers rampage-without
slaying the Slayer.
The Dragons Gift (ORIENTAL; 2-7) The
adventure began when a fish left a message for
you.

The Glass House (4-6) After they took his


home and his wife, they took his lie-but he
came back for them anyway.
Roarwater Caves (1-4) I could kill two birds
with one stone, the shaman though, if I only
had some gullible adventurers.**
The Elephants Graveyard (GREYHAWK; 57) Tons of ivory for the taking-if you can take
it from the heart of the savage jungle.;**
Issue #16
Palace in the Sky (7-10) Giants and
humanoids that sail down from the heavens?
Where could they be coming from?;*
The Dwarves of Warka (3-6) The dwarves
want you to check out a cave that even they
dont dare explore.;*
Necropolis (2-4) A city of the dead has no
business coming back to life.
Vesicant (4-6) Even a small dragon can get
lots of treasure-I she has a navy to find it for
her.; *** (one of my favorites-jh)
Issue #17
The Pit (3-5) Adventurers are more than
welcome-they are nourishment!;**
The Hunt in Great Allindel (4-7) A treasure
vault without guards or traps-can it be true?;**
The Waiting Room of Yen-Wang-Yeh
(ORIENTAL; 5-6) You mission is to recover
the bones of a long-dead noble. But he isnt
ready to give them up yet.
Out of the Ashes (8-12) Slain in disgrace,
reborn in fury, armed to the teeth: Flame
returns! Sequel to Into the Fire from issue
#1.;**

2nd Edition Adventures


Issue #18 (Jul/Aug 1989~2E Debut)
Irongard (1-3) Lets just say that it was a bad
day to go to the marketplace. (Correction in
issue #21 letters)
Whitelake Mine (2-4) Theres this huge fish
in my mine, says the gnome, and youve got
one week to get rid of it.**
Tallows Deep (4-7) Only the good die young.
The bad prefer it that way. (A goblin
proverb).;***
Crocodile Tears (ORIENTAL; 4-6) what really
destroyed the peaceful village of Tijiki?
Chadranters Bane (4-6) You found the
treasure you were seeking. Now you have to
escape from it.;**
Issue #19
(Deck of Many Things)
By the Wayside (GREYHAWK; 6-10) No one
believes in the Mist Woman-no one
alive, that is.
The Vanishing Village (S.Trek; 3-5) An entire
village appears overnight. But where are the
villagers?

Hafners Complete Dungeon Index


The Serpents Tooth (3-6) Someone would
like you to spy on a tavern-but not just any
tavern.
Encounter in the Wildwood (2-4) The most
unlikely monsters can make the most effective
marauders.**
House of Cards (9-12) The fate of a city lies
within a dungeon whose doors are sealed withcards.; ** DECK OF MANY THINGS
Issue #20
The Ship of Night (7-9) An engineering
marvel awaits you, as dos a legion of
murderous ghosts. (Correction issue
#22 letters)**
White Fang (thief 10-solo) If a company of
warriors cannot steal the Gem of the Giants,
perhaps one thief can. Or so youd like to
think.
Pride of the Sky (bD&D; 8-12) All that your
departed aunt left you was a chance to get
famous and rich, if the attempt doesnt kill you
first.
Ancient Blood (3-5) Five centuries is not long
enough for a giant king to forgive a defeat-or
forget a curse.; **
Issue #21
(Last of the cardboard covers)
The Cauldron of Plenty (2-4) Thats right,
said the druid. You must steal the giants
cauldron-without harming him in the
slightest.; **
The Bane of Elfswood (bD&D; 15-18) it
shines in the night. Ogres run in terror of it. It
kills by sight an by touch. It never stops
hunting-and its hunting for you.
Jammin (SPELLJAMMER; any) A rotting
ship holds the secrets of all the universe, but
its crew wants you only for the fuel you
carry.
Incident at Strathern Point (8-10) Before you
know it, youve walked right into someone
elses adventure.
The Chest of the Aloeids (6-8) Brae are the
mortals who take on the tasks of the gods-and
dreadful their fate if they fail.
Issue #22
(Thin cover format started)
The Dark Forest (2-3) The alchemist would
like some fungus and spores, but no one wants
to get them. Perhaps you could help.
The Leopard Men (GREYHAWK; 8-10) The
wicked Leopard Men might have loads of
treasure-but no one has ever met one and lived
to talk about it. (Goes with Dragon #122)**
Tomb It May Concern (paladin 4-6) You
wake up in a dungeon. But how did you get
there, and why?
Unchained (DRAGONLANCE; 6-10) We
gnomes built this wonderful dragon but now
the darn thing seems to be out of control.**
Rank Amateurs (bD&D humanoids 1-3) You
and your fellow humanoids are going to be

diplomats! Can you say disaster? I knew


you could.**
Issue #23 (Cardstock covers discontinued)
The Vineyard Vales (bD&D; 2-4) A plague of
locusts is bad enough, but when the locusts are
each a yard long the farmers need professional
help!**
The Pyramid of Jenkel (8-10) A voice in the
darkness offered him power, with only one
string attached: First he had to find some
adventurers. **
Old Sea-Dog (2-5) Another day, another
kidnap victim to rescue-but this victim has
four feet and likes old soup bones. An
adventure with some bite.
Deception pass (7-9) Magical minotaurs?
Mutant giants? Vampires? One or more of
these is preying upon the caravans, and youre
going to stop them.
Issue #24
(index 1-24; Poster of Issue #1 with ad)
In the Dread of Night (bD&D 1-3) He wears
black, hires orcs, and looks depraved-but dont
be fooled. Hes far more dangerous than he
seems.**
A Hitch in Time (7-10) No matter how much
loot you take, you never took anything at all.
Confused? Wait until you try this dungeon. **
Thunder Under Needlespire (8-12)
The
monster youre sent out after is so dangerous
tat even mind flayers fear it. And the illithids
want your help!**
Issue #25
The Standing Stones of Sundown (9th solo or
3rd level party) An act of mercy released a
creature o unspeakable evil. Now, only you
have a chance to stop it.
Hellfire Hostages (MARVEL SUPER
HEROES) Youve tried talking them out,
punching them out, and zapping them our, but
youve still got terrorists around the collar!
Of kings Unknown (2-4) That horrible blue,
bug-eyed monster you just fought-was it really
an orc?; *** (really cool scenario-reader)
Hrothgars Resting Place (bD&D; 4-7) If the
book is to believed, theres a magical swordcompletely unguarded!-ripe for the taking.
A Rose for Talakara (8-12) He was thoughtful,
obedient, and Trustworthy-the epitome of a
traitor. All he needed were some heroes. **
Issue #26
The Inheritance (1-3) Youve just inherited a
castle! All it needs is a good cleaning out.; **
Operation: Fire Sale (TOP SECRET/SI) In
Germany, NATO ahs more intelligence leaks
than the Berlin Wall had bricks. Your job its to
plug just one of them.
Caravan Guards (bD&D; 6-8) Beware of
cheerful-and long-fanged-employers!

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.)

Hafners Complete Dungeon Index


And a Dozen Eggs (FR; 1-3) Waterdeeps
sewers were only moderately dangerous until
the Mesozoic moved in.**
Elminsters Back Door (FR; any; by Ed
Greenwood) Before you try the door, ask
yourself this: Am I feeling lucky today?
Ghazal (GREYHAWK; 6-8) Slavery may not
be worse than death, but you might come to
think so before too long.;**; Map errata in #31
p.76)(Other corrections in letters issue 32).
A Wrastle With Bertrum (2+) A restful
evening of troll-wrastling, banditry, and
spontaneous tavern renovation; **
Thiondars Legacy (8-12) An elven king went
down inside a mountain and discovered an evil
thing. Hes still there, ages later, waiting for
rescue-or death.; **(a bit dungeon crawly)
Issue #31
Beyond the Glittering Veil (3-6) A gateway
has opened, and death is pouring out; **
Telar in Norbia (6-8) It was the best of times,
then the worst of times: a tale of two (ex-)
cities.; ** (an interesting desert scenario and
dont forget the Minions of Set!-jh)
A Local Legend (1-2) Every nine years, three
people were murdered. Soon, youll know
why.
Bane of the Shadowborn (Ravenloft; 6-9) Evil
feeds upon itself-but it also feeds upon the
good.**
Issue #32
The Wayward Wood (6-9) Remember: Only
you can prevent forest failures. (Correction
letters issue #33).;**
Hermes Bridge (7-10) A troubled bridge over
waters; * (too short!)
Changeling (S. Trek; 8-10) ** Its big. Its old.
Its mean. But its white? Not quite!
Pearlmans Curiosity (1-4) ?eb dluoc ti tahw
rednow I .draziw eht dias , erutaerc egnarts
a tahW
(yes this is a really useful
blurb..not!)**
Is there an Elf in the House? (3-5) She was
free at last and eager for vengeance-but first,
she needed a sacrifice.**
Ghost Dance (GREYHAWK; 3-5) From the
moment the old man gave you the skull, there
was no turning back. (Corrections letters issue
#35)
Issue #33
(Poster map of the cover of #29 abashai;
holiday pix of the Dungeon staff p.76)
That Island Charm (7-12) Heres a tale of a
big boat trip that started romp a tropic port,
aboard a briny ship. **
The Siege of Kratys Freehold (1-4) Stack the
arrows! Boil that pitch! Orcs are knocking on
your front door.;**
Dark Days in Welldale (3-5) The halflings
village is no longer a wondrous and most
pleasant place to reside. Can you figure out
whats wrong with their well?**

Alicorn (1-2) Goblins want the unicorn dead.


Theyre going to get their wish-unless you get
there first.**
Mad Gyoji (ORIENTAL; 7-10) The island had
been forgotten by everyone but one person
remembered, and from there he played out his
revenge.;**
Issue #34
(AD&D trading cards set three)
Euphoria Horrors (1-2) Can you find a little
boys missing friend?
The description he gives
you is very strange.
Rogue (S.Trek; 4-5) Many hunters have met
the beast. Only one has lived to tell of it-so
far.
Isle of the Abbey (bD&D; 1-3) Nothing living
guards this island-thats a problem.; ** (a fun
D&D adventure-jh) (Map correction in letters
issue #35)
The Lady Rose (8-11) A town destroyed,
young elves kidnapped. Will your continent
be the next to fall to the superior firepower of
Talangran?; ** (nice boat diagram too-jh)
On Wings of Darkness (4-8) Summer in
Calimshan brings a simple monster hunt in
the cool mountain air. What could be easier?
Issue #35
(Gencon1992 insert)
Twilights Last Gleaming (8-10) Youll be
lucky if you live to see the dawns early light.;
* (lots of rooms)
The Year of Priests Defiance (DARK SUN;
3-5) In a world where water is more precious
than gold, youve found an oasis-but you
cannot drink a drop.
The Whale (S.Trek; 1-3) Last night the
Vikings were your hosts. Now, youre in the
middle of their feud.
Green Ladys Sorrow (5-8) If a green dragon
tells you to climb into a volcano to retrieve her
eggs, well Mother knows best.
The Ghost of Mistmoor (3-6) For years the
mansion has hidden its secrets and its sorrows,
but now it has returned to dreadful life.;***
Issue #36
Asflags Unintentional Emporium (3-7) The
wizards gone, and his pets are home alone-but
not for long!
Troll Bridge (Pay the toll or feed the troll
seems pretty obvious. Too bad it isnt.
Granite Mountain Prison (4-6) A rebel leader
is locked in a prison from which there is no
escape. Thats why the rebels called for
you.**
Sea of Sorrow (SPELLJAMMER; 7-9) The
wildspace monster is deadly, but its lair is the
real killer.**
Issue #37
Serpents in the Sands (6-10) They never
forgot the theft. They proved it, too.**

A Wizards Fate (1-3) It took only the love of


one good woman-and the hatred of one evil
familiar.
The White Boar of Kilfay (3-7) Even the gods
slip up on now and then, but few dare remind
them of it.**
Their Masters Voice (S.Trek; 2-4) He wanted
power but settled for scraps-for now.
The Mud Sorcerers Tomb (10-14) The last
dungeon that many heroes will ever see.; ***
(As tricky as the Tomb of Horrors-jh)
Issue #38
A Blight on the Land (8-12) Monsters are
prowling through the farmland, people are
starving, and the government is on the verge of
collapse. But why?
Things that Go Bump in the Night (3-7) What
happens when elves, giants, and a mysterious
witch all decide only you can settle their
troubles?**
Pandoras Apprentice (1-5) Sugar and spice
and everything nice, thats what little girls are
made of-but not this one!
Horrors Harvest (RAVENLOFT; 2-4) A bad
seed has been planted in the dark soil of
Ravenloft, and now its time to harvest the
crops.; **
Issue #39
(Map for Fountain of Health)
Below Vulture Point (0-1st) Kobolds and
birdsand one little urd!**
Flowfire (SPELLJAMMER; 5-9) In the
phlogiston, everyone can hear you scream (and
youll scream a lot!)
Last of the Iron House (2-4) Horrible, wet,
squishy things invade from the deep!
The Fountain of Health (bD&D; 1st) A drink
from the fountain can heal, but getting to the
fountain is murder!
The Fire Giants Daughter (8-10) Race to the
end of the world-and perhaps to the end of
your lives.; **
The Ulrich Monastery (5-6) Enter the bloody
gates or freeze in the snow. The choice is
yours.
Legerdemain (4-7) Whats going on behind
the scenes? Dont blow your lines, and youll
find out.
Issue #40
Song of the Fens (1-3) Trolls cant carry a
tune, even with handles. Or can they?**
Khamsas Folly (4-6) He meant to reign a
thousand years. The gods deposed him in a
matter of seconds.**
Aerie Borne (4-6) The eagles eggs have flown
the coop! What fowl plot has just hatched?
The Draven Deeps Menace (Dragonlance; 36) Some people merely survive earthquakes.
You can create one!
Issue #41
(survey results from readership)

Hafners Complete Dungeon Index


Deadly Treasure (10+) No treasures here just
lying around to be taken. This tombs riches
fight back! (Corrections in letters issue #43).
The Well of Lord Barcus (S.Trek; 2-5) Dont
be greedy. Give til it hurts.
A Way with Words (D&D; 1-3) I hope that I
will never see a kobold spouting poetry.
Mammoth Problems (Spelljammer; 8-10) The
elves thought theyd destroyed it forever, but
this problems too big to go away.
Hopeful Dawn (Greyhawk; 3-6) The prophecy
is fulfilled. A new age is at handif you can
survive this one night.**
Old Man Katan and the Mushroom Band (16) Its about swamps and mushrooms and a
lost cat. Thats all we can say.**

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?

Them Apples (bD&D; 1-3) Theres a rotten


apple in Wistil. Is it the gourmet giant, the
bumbling halflings, or something else? It
takes just one to spoil them all.**
Melody (6-8) Why does the caged bird sing?
To keep the ettins happy. A voice to make
bards weep.**
Sleeping Dragon (Council of Wyrms; 6th
dragon PCs) In dreams, your ancestor calls to
you for aid. Something foul has come to
Silver Island. Disturb not the sleeping dragon,
nor the dracolich who wakes it.
Honor Lost, Honor Regained (4-6) Come
into my parlor, said the spider to the paladin.
Fallen from grace, fallen into despair.**
Issue #49 (Editor Barbara G. Young)
The Dark Place (5-7) When a fiend gets
homesick, dont get in its way. Something has
waited long centuries for your arrival.
Two for the Road (S.Trek; 2-5) There are some
people you just dont want along on a trip.
Haunted, robbed, and swindled.
Lenny OBriens Pot O Gold (3-6) The
Leprechuans gone fishing, but his treasure has
been caught. Trouble at the end of the
rainbow.**
North of Narborel (4-7) Finding the treasure is
just the first hurdle. Try leaving with it. Set
sail for the unknown Usable Ship diagram.
(Reproduction of the adventure from Dragon
#75)
Hair Today Gone Tomorrow (S.Trek; Level 12 warrior or rogue) Why does your companion
continually disappear? Summon better come
up with an answer quick. A close shave.
Castle of the Blind Sun (10-15)** Bards,
blindness, and betrayal fuel this epic tale of
musical madness. Magic and music gone
awry.
Issue #50
(Editor Kim Mohan; Poster map of D&D card
sets insert)
The Vakas Curse (2-4 or 7+) Sail beyond the
realm of the living.** (SHIP)
Back to the Beach (1-2) Sound the Alarm of
Danger Comes!
The Object of Desire (bD&D AlQuadim/Arabian; 5-8) Mirror, mirror on the
wallWhat does the sultan want most of all?
Felkovics Cat (Ravenloft; 6-9) This cat likes
its meat cooked, and youre on the menu.**
Issue #51
Nbods Room (SOLO; 4-5) Just one door, but
lots of exits.**
Ailameres Lair (6-9) The sages deal is
simple: The more you learn about the dragon,
the richer you get.**
The Bandits of Bunglewood (1-2) No one will
admit who the bandits really are.**
The Last Oasis (AL-QUADIM; 1-4) When
your shadow vanishes, its too late! **

Hafners Complete Dungeon Index


The Witch of Windcrag (bD&D S.Trek; 2-3)
Guaranteed to ruffle your feathers.
Journey to the Center-of-the-World (S.Trek 810) A crater that holds the bones of a thousand
generations.**
Issue #52
Spirits of the Tempest (9-10) Spirits bound and
unbound conspire against you. Shakespearean
adventure (others in 54 and 78)**
Pakkililir (1-3) Cut-off, marooned, alone, a
renegade struggles to survive.
Welcome to the Kryphome (FR; 1-3) Wild
magic: need we say more?
The Hurly-Burly Brothers (3-5) Click, click,
click, click; **
My Ladys Mirror (6-8) Seven years bad luck
is just the beginning**
Laughing Man (RAVENLOFT; 5-9) Laughing
all the way to the graveand beyond**
Issue #53
Spellbook Masquerade (3-5) uncover masks
beneath masks, and plots beneath plots
Clarshhs Sepulchre (1) Someone or
something still waits within the catacombs
Serenade Before Supper (GREYHAWK; 3-5)
Music to lull the most savage adventurers
heart.; **
Elexas Endeavor (bD&D; 4-7) **And you
thought Richard the Lion-hearted had trouble
when he returned from the Crusades.
Steelheart (FR; 7-9) Two great evils that go
great together.
Issue #54 (Editor Dave Gross)
Unhallowed Ground (2-4) Murder in the
monastery.**
Fetch (S.Trek; 3-5) A simple game of fetch
leads to quite an adventure.
Fiends of Tethyr (FR; 6-8) Fiends are
dangerous enough, but something even more
dangerous plagues Tethyr.**
The Witchs Fiddle (2-5) If you ever thought
musicians were temperamental, wait until you
meet the critics.
Redcaps Rampage (bD&D; 1-3) Rats, cats,
and double-drats.; **
Eyes of the Iceborn (S.Trek; SOLO; 4-7) Fear
is coldest when you face it alone.
Dark Thane Macbeth (9-10) Oftentimes, to
win us to our harm, the instruments of
darkness will tell us truths.; Shakespearean
Adventure (others in 52,78)**
Issue #55
Savage Beast (1-3) This mom gives new
meaning to the term left-overs.**
Umbra (PLANESCAPE; 6-9) A custody battle
in the Cage becomes a job for the PCs.**
Tulips of the Silver Moon (5-7) When the
citizens of Tangreen say, Dont pick the
flowers, they mean it.**
Sea Wolf (RAVENLOFT; 4-6) A pleasant little
sea voyage turns deadly.

Issue #56 (Editor in chief: Pierce Watters)


Briocht (10-12) Dont mistake this wily
dragon for a bookwyrm.*
Janxs Jinx (1-2) Sick as a dog takes on a
whole new meaning. Sequel to Dovedale issue
#46; **
A Watery Death (7-10) Theres no place like
home for a summoned elemental.**
The Bigger they Are (2-4) Sometimes its the
little things that get to you.
Grave Circumstance (DARK SUN; 5-7) Take
a first journey into the new lands of Athas.**
The Land of Men with Tails (GREYHAWK;
5-7) Explore the Dark Continent, meet strange
new people and let them have you for
dinner.**
Issue #57
To Cure a Kingdom (8-10) The Kings
question is, Do you make housecalls?**
The Rose of Jumlat (AL-QUADIM; 3-7) In
the desert, old hatereds die hard. **
Carcass Fracas (S.Trek; 1) This roadkill isnt
as harmless as it looks.*
The Murder of Maury Miller (1) Only two
things in life are certain. (A great starter
adventure with lots of potential to frighten
players); ***
Cloaked in Fear (S.Trek 3-5) Dont be afraid
of the dark-be afraid of whats in it!
Issue #58
A Bad Batch of Brownies (SOLO-DRUID; 1)
The brownies would have been fine, except for
the addition of one unexpected ingredient.
Caveat Emptor (3-6) Sometimes you should
be afraid to visit the dentist.**
Challenge of Champions I by J. Richards
(any) You too can be a contestant on
Adventuring Gladiators?; ***
The Ghost of Silverhill (S.Trek; 1-4) The story
tells of a kings ransom in silver. But what
restless spirit haunts those hills?**
The Barons Eyrie (RAVENLOFT; 3-7)
Sometimes the adventure comes to you. **
Issue #59
Seeking Bloodsilver (BIRTHRIGHT; 2-4) You
must brave the perils of the Shadow World to
keep a Tighmaevril weapon from the wicked
clutches of the Gorgon.**
The Mothers Curse (3-5) Its a blessed event
only if you can end the curse in time.**
Wedding Day (3-7) Its up to you to make sure
this is the happiest day of their lives-not the
most embarrassing!**
Voyage of the Crimpshrine (1-4)Just sit right
back, and youll hear a tale, a tale of a fateful
trip

Issue #60 (July/Aug 1996) (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.** (Corrections p.64 of issue #62)
Centar of Attention (S.Trek; 2-3; 2 p.) You
have to see a man about aer, nevermind.
Nemesis (Planescape; 7-12; Christopher
Perkins; 30p.) Heads will roll if our heroes
cant find a quartet of stolen swords. Come to
think of it, heads will likely roll anyway.
Iasc (CELTIC CAMPAIGN; 3-4; Willie
Walsh; 10p.) Theres something rotten in the
highlands. Iasc means fish in Irish-Gaelic.**
Issue #61 (All DiTerlizzi illustrations)
Jigsaw (RAVENLOFT-Masque of the Red
Death 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; 712; Paul F. Culotta; 16 p.) Mysterious
thunderstorms fill the night, heralding the
arrival of the sinister Night Parade.**
To
Save
a
Forest
(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 (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
(Last TSR issue. Dungeon not printed for 6months until purchased by WotC).
Dragons Delve (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.** (Correction p.6 issue #63).
Blood on the Plow (S.Trek; 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 (5-7; Jennifer Tittle Stack; 4 p.)
Characters traveling through the vast swamp
stumble upon Sutholo, a sickly lizard man
shaman stalked by his own dread creation: an
undead crocodile.; ***
The Rat Trap (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 (1-3; Jason Peck; 4 p.)
Monsters have been unleashed in the streets of
Thenwick. To make matters worse, they're not
quite housebroken.
Esmereldas Bodyguard (6-9; Paul F. Culotta;
7 p.) A monster lurks in the basement of Lady
Esmerelda's
villa.
Unfortunately,
a

Hafners Complete Dungeon Index


malfunctioning automaton refuses to let the
heroes investigate.
The Ghost at Widder Smithers (S.Trek; 1-3;
J.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 (Jan/Feb 1997)
(First WotC
issue..6-month hiatus prior..actually released in
September with Jan date; Survey insert for the
future of the D&D game;)
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; 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.** (humor?)
Huzzas
Goblin-o-War
(FORGOTTEN
REALMS; 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(S.Trek; 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-QUADIM;
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 (4-5; Kent Ertman; 12 p.)
Trade Negotiator Gelling has gone missing,
and Spraye the sirine has lost her voice.
Issue #64 (Sept/Oct 1997)
Grotto of the Queen (FORGOTTEN
REALMS; 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
Bitch Queen's underground temple.
Bzallins Blacksphere (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; 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 (6-9; Jennifer
Tittle Stack; 10 p.) Two cloud giant chefs are
preparing a feast. o 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; Readership survey for Dungeon)
Knight of the Scarlet Sword (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 (6-8; John Baichtal; 2 p.) The heroes
rescue two passengers stranded aboard a
derelict ship: a doddering mage and his
mysterious female companion.; ***
The Ice Tyrant (DRAGONLANCE: FIFTH
AGE-Adaptable (stats listed) 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 (3-5; Lisa Doyle; 3 p.) An
encounter with the gibbering mouther has
some unexpected consequences.
The
Unkindness
of
Ravens
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.; ***
The Beast Within (FORGOTTEN REALMS;
1-3; Paul Hamilton Beattie, Jr.; 4 p.) A priest
of Ilmater is afflicted with the curse of
lycanthropy.
Issue #66 (semi-glossy paper started)
Enormously Inconvenient (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 (S.Trek; 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.
The
Sunken
Shadow
(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! (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; 6-9; Paul Culotta; 19 p.) Heroes
slip onto the Dragonisle, determined to rescue
a Sembian spy from Immurk's Hold.; ***
The Petrifying Priestess (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 (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; 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. (Correction: town
needs more women)
Eye of the Storm (S.Trek; 6-8; Lance
Hawvermale; 3 p.) A terrible storm threatens to
destroy the village of Lonethistle.
Training Ground (FORGOTTEN REALMS;
5-8; Rick Maffei; 20 p.) Heroes explore the
lost dungeon of a Netherese mage.
The Little People (S.Trek; 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 (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 (First Map of Mystery Printed;
Nodwick first appears)
The Artist Loving Touch (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 Winters Night (S.Trek; 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 (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 S.Trek; 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 (6-8; Lisa Smedman; 9 p.)
Buried among the standing stones of
Murkstone Hill is an ancient dwarven crown,
but to find tit heroes must contend with an
ancient riddle and much worse.
By Merklans Magic (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.**
MoM: The First Map of Mystery. Need a lair
for your campaign villain? How about a haven
for a roving band of humanoids? Well, now
you have one. Were offering something new

Hafners Complete Dungeon Index


this issue: a ready-to-use map around which
you can create your own adventures! The map
is intended for home campaign use. There are
no encounters other than the ones you create.
You decide what dwells within each chamber
and what savage monsters lurk in the
dungeons.
** (symmetrical but useable
dungeon)
Issue #69
Slave Vats of the Yuan-Ti (Forgotten Realms;
3-5; Jason Kuhl; 18p.) Strange things are aslither in Wolfhill house. (First in Mere of the
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 (S.Trek; 3-5; Christopher
Pomeroy; 4 p.) Drop in for a quick bite.**
Sleep of Ages (Forgotten Realms; 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;
Cover art now also printed un-cluttered on
inside page)
Homonculous Stew (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 (4-6; James Wyatt; 14
p.) In the deep, no one can hear you scream.
BOULDER DASH (S.Trek; 6-8; Andy Miller;
3 p.) Danger is just a stone's throw away.
Ssscally Things (Forgotten Realms; 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; 9-15;
Wolfgang Baur; 29 p.) Grave danger awaits
heroes in the gloomy depths of Deep Oerth.;
** (Corrections p.84 issue #72)
MoM: Seacoast*
Issue #71 (AD&D Fast-Play game insert)
Priestly Secrets (GREYHAWK; 2-4; Jason
Peck; 20p.) A plague of giant rats is the least of
Restenford's worries.:***
Wildspawn (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 S.Trek; Steven Stan!
Brown; 2p. ) Nevermind the title, beware the
punchline.
Dreadful Vestiges (Forgotten Realms; 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; 5-7;
Randy Richards; 16 p.) A forgotten terror has

resurfaced in 1890's Louisiana. (Corrections


p.6 issue #73)
MoM: Cave *
Issue #72 (AD&D Fast Play game insert)
No Stone Unturned (3-5) Why are zombies
appearing in the streets of Jevid? Youll have
to dig to find the answer.
Deep Trouble in Telthin (10-12) Dive into the
Elemental Plane of Water.
Under a Pale Moon (Dragonlance Fifth
Age/AD&D, 2-4) Two opposing forces unite
against a common enemy.**
Mistress on the Mere (Forgotten Realms, 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 (1-3) This wizard has a
few skeletons in his closet.
Issue #73
Quoitine Quest (CELTIC HANDBOOK; 1-3)
The search for a magical stone requires sharp
swords and even sharper diplomacy.
(Correction in 74, 75)**
Eye of Myrkul (Forgotten Realms, 6-8)
Retrieve the bones of a dracolich to save the
life of a paladin. The epic fifth installment and
conclusion of the Mere of Dead Men series!
*** (series)
The Setting Sun (Greyhawk, 5-7) A
community trapped in a war-torn land faces
even greater threats from within.**
Faerie Wood (1-2) The sprites are not just
afraid of Bark Wilder-theyre petrified!
The Necromancer's Pet (S.Trek; 4-6) Mans
best friend is sometimes his worst enemy.
Issue #74
The Scourge of Scalabar (1-3) An undersea
menace has the merchants of Scalabar up in
arms.**
First People (4-6) A mysterious new world
awaits you just beyond the mountains.**
Night of the Bloodbirds (3-7) Winged
marauders are preying on the local cattle, but
who is controlling these bloodsucking bandits.
Preemptive Strike (10-15) Brave heroes face
unfriendly fire as the war in Lungardy takes to
the skies.
The Vale of Weeping Widows (S.Trek; 4-6) For
whom do these statuesque widows week?
They weep for thee.
Issue #75 (Hero Point editorial; list of mostcommonly submitted clichs)
Non-Prophet Organization (4-7) Dreams
become reality as a sinister prophecy
unfolds.**
The Amulet and the Underdark (5-7) A
symbol of peace between two feuding
fiefdoms falls into the wrong hands, and brae
heroes are needed to win it back.
The Forgotten Man (6-8) One mans destinyand the fate of the realm-is in your hands.***

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)

Hafners Complete Dungeon Index


Unexpected Guests (S. Trek; 4-6) Need a safe
place to spend the night? Try this bag on for
size!
Trail of the Frog (S. Trek; 3-4) Becoming the
Tribe Mothers concubine is no simple task!**
The Winter Tapestry (5-8) A tapestry holds
clues to a dead dragons hoard, but on the
boldest heroes can penetrate the dragons icy
lair.**
(Unusual
way
to
start
an
adventure..S.Wallace)
Deepstrike (Alternity, 6-8) Grab your flippers
and your speargun-youre goin fishing!
MoM: Cathedral*
Issue #79
Keep for Sale (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.; ***(Errata: Kenku communicate
telepathically#81)
The Best Laid Plans (S. Trek; 1) The criminal
exploits of Bruiser Holloway are cut short by a
string of bad luck and a band of fledgling
heroes.**(part II in 81)
Bad Seeds (1-3) A brief stopover at the
Hawks Shadow Inn turns into an unforgettable
encounter with the Enclave of the Twisted
Root.**
Cloudkill (4-8) Nature clashes with industry
when a noxious cloud threatens the Sky
Realm.***
The Akriloth (Forgotten Realms, 10-12) One
year after Iakhovass rampage across the Sea
of Fallen Stars, the mer-city of Voalidru
remains in the clutches of evil. Can you free
the city from Qolintaroq?**
MoM: Regional Bay Map *
MoM: The Abandoned Keep *
MoM: The Abandoned Keep, dungeon levels I
& II **
Issue #80
Fortune Favors the Dead (5-7) Finding the
lost treasure of Salamanca is easy. Retrieving
the map-now thats hard.
The Frothing Miscreant (Forgotten Realms,
2-4) An ill-tempered gnome takes revenge to
new heights and proves to the world that hes
no small threat.
Challenge of Champions III (all ) 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; 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; 6-9) The
necromancer is dead, but his handiwork lingers
on.
The Scar (1) To defeat the orcs, you must first
escape the orcs.

Issue #81 (Sleeping Dragon Inn map insert)


A Race Against Time (AD&D, 1-3) A mad
bomber terrorizes the city of Red Fern. Can
you unravel the string of clues and bring this
criminal to justice? *** (3.0E Stats given on
p8 of #83). Part II of Best Laid Plans (Issue
#79
Divisions Of The Mind (AD&D, 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, 1-3, 4-6, 7-9)
Uncover the terrifying secret of the Sleeping
Dragon Inn.**
Ashtar's Temple (AD&D, 1) Bandits has
seized the temple, but even greater dangers
lurk in the dungeons.**
Khazefryn (AD&D, 9-14) The Underdark is
no place for the timidor the weak.**
Skulking Below (AD&D, 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;
Writers Guide; FULL COLOR)
Evil Unearthed (D&D, 1st;l 1-7) Can you
solve the mystery in time to save your friends?
***
Playing With Fire (D&D, 2nd; 1-8) Follow a
half-forgotten legend to treasures untold and a
fiery doom.
Dark Times In Sherwood (D&D, 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?; *** (Coordinates with Dragon
#274)
Eye For An Eye (D&D, 3rd; 1-8) A stole jewel
leads to the heart of the swamp, where one
mans thirst for vengeance threatens to destroy
an entire town.**
Issue #83 (voted Dungeons ugliest cover art;
Monster Tokens-Set #1)
Deep Freeze (2) Its been buried under the ice
for a millennia, waiting to be found.
Iriandel (4) The secret to ending a unicorns
curse lies in the tomb of a barbarian king.
London Calling (Dark Matter Campaign
adaptable for D&D; 4) An investigation into a
series of grisly murders takes a supernatural
turn for the worse.**
Depths of Rage (3) Entering the goblins lair is
easy. Getting out alive is the tricky part.**

(Feels like 13th Warrior..goblins need Balance


skill..C.Cramer).
Alterations (1) When a science experiment
goes awry, who will be left to clean up the
mess? (Coordinates with Dragon #277
MoM: Guildport**
Issue #84
The Harrowing (15) One sacrifice could spell
the end of Lolths supremacy in the
Demonweb and the beginning of a whole new
order.; **
Demonclaw (5) A wizards hideous
transformation spells trouble for the kingdom
of Nyrond.**
The Dying of the Light (10) Sharpen your
stakes and shine your mirrors: The hunt
begins at dawn.**
Dungeon of the Fire Opal (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. Dungeonmasters
Guide.; **
Armistice (7) The war in the mountains might
be over, but theres still one more enemy to
fight.**
MoM: Peninsula*
Issue #85 (Dungeon index 73-84; Ooops file
in 86, Reader errata in#88)
Ever-Changing Fortunes (2) A brave kobold
needs your help to free his dwarven friends.
Thats right-a brave kobold.
Lord of the Scarlet Tide (9) A foul plague in
the Realm Below threatens to destroy all life in
the world above.**
Flesh To Stone (S. Trek; 7) Meet a pair of
giants with some unusual and unhappygarden statuary**
Natural Selection (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 5) Trapped inside
an ancient dungeon, youre [sic] only hope of
escape lies somewhere in the past.
Rana Mor (6) Survive the perils of a fallen
temple to capture the jungles greatest prize:
and elusive Rain Tiger.; ***
Stormdancers (3) Battle the elements to save
the Evergreen Forest from destruction.*
Mysterious Ways (7) A treacherous knight and
his otherworldly conspirators threaten to
unleash a dreadful terror upon the land.*
MoM: Egyptian Temple Dungeon
Issue #87 (Bonus CD adventures!)
Raiders of Galalth's Roost (FR 1) The secret
to the raiders sinister plot lies amid the ruins
of a forlorn keep.; *** (Great introduction to
the Realms. [SERIES RUNS IN ISSUES 87,
100, 121]

10

Hafners Complete Dungeon Index


The Cradle of Madness (6) Madness grips the
Danwick family and threatens to awaken a
sleeping god. ***
Glacier Season (15) A half-dragon exile seeks
revenge against his draconic father, and youre
drawn into the feud! ***
Valley of the Snails (1) What strange fate
befalls creatures that trespass in the valley of
the Slithering Snails?
The Shalm's Dark Song (5) A roadside
sanctuary turns into a roadside dinner.
BONUS CD- Tinderbox (1) The flames of
vengeance threaten to consume a frontier
town.** (Download available online)
BONUS CD-Gorgoldands Gauntlet (1) Not
all dragons are evil. Some even possess a
sense of humor.**
(Download available
online.)
MoM: Dungeon with a river *
Issue #88 (Monster Tokens-Set #3)
The Door from Everywhere (FR 6) Behold the
lost secrets of the Netherese empire, and
explore them at your own peril. **
Thirds of Purloined Vellum (FR 1) In
Athkatla, nothing is more dangerous than a
merchant with a bee in his britches. **
The Seventh Arm (7) A demonic medallion is
the key to a tyrants hidden trove-and your
horrible doom.; **
Make It Big (S. Trek; 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; 1) Even
those of unclean spirit deserve the chance to
perform an execution in peace.**
Rivers of Blood (RED SAILS Drg#290; 4)
Can you defend a besieged village from
invaders in 10th century Russia?)
Headless (12) Hundreds of souls are at stake
as heads continue to roll.**
Rage (7) What happens when a barbarian loses
his nasty temper and bad manners?
Wedding Bells (4) You are cordially invited to
a wedding in Dockalong. Apparently, so are a
few of the local monsters.
MoM: Womtham (GH) and undercity *
Issue #90 (Polyhedron Flip format
instituted; Monster tokens set #5)
The Elfwhisper (8) Elves and forests dont
always get along.
Totentanz (4) Even death cannot keep the
citizens of Luzern from dancing in the street.
Prey for Tyrinth (5) She lives in the depths.
She lives in the darkness. She lives to kill.**
Tears of Twilight Hollow (FR 7) A paladins
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 (Writers Guidelines for Critical
Threats)

Challenge of Champions IV (all ) It doesnt


matter how skilled you are-its how you
function as a team!; ***
Bogged Down (1) Terrible secrets buried in the
bogs around Beardens Hollow are rising to the
surface.
Sloth (S.Trek; 6) A slovenly conjurer makes a
mess of things and learns that irony is without
mercy.
The Legend of Garthulga (1) A monster form
elven forlklore proves bad for business.
Kambranex's Machinations (9) Nothing good
ever came from the Belching Vortex of LeukO!
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; 16)
Sometimes its hard to tell the good guys form
the bad.**
MoM
p.116:
Generic
Regional
Map/Continent*
Issue #92 (Cover of Githyanki; #94 also
labeled #92; No more flip covers)
Interlopers of Ruun-Khazai (Stronghold
Builders Guidebook; 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 (1) its never too late to savor the
sweet taste of revenge. Supports the new
novel, The Savage Caves.
Return of the Blessed Damozel (S.Trek; 11) A
restless spirit pleads for a troubled soul dot
mend his ways.
The Razing of Redshore (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; Writers
Guidelines)
Vanity (5; 3-9) An ancient temples guardian
hides the secret of one mans great hubris.
The Statue Gallery (S.Trek; 9) A room full of
statues is almost always a sign of trouble-this
one is no different.**
Swamp Stomp (4th; 5-13) Something has the
peaceful Broken Axe Clan of lizard-folk riled
up.**
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; 21; 17-25) The Storm Lords
daughter has been slain, and no force in the
world can keep him from his vengeanceexcept the PCs.

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. * (a high
level dungeon crawl ~jh)
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
Infantas 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 youre
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
blackguards tower left a little something
behind for the unwary to discover.
MoM: Sea Cave*
Issue #95 (Monster Tokens set Issue #8)
The Jackals Redemption (9th; 7-14) Strange,
red-armed devil creatures are kidnapping
innocent townsfolk, and the towns guardian is
missing.
The Witch of Serpents 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 towns most popular attraction, making
even this city crave calmer days.; **
Yuthiol Mansecho (C.Threat: CR unlistedGithyanki 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 Queens cause.
Lust (S.Trek; 4th; 2-6)Heredity can lead you to
a dangerous and dark deeds, especially if
youre a half-fiend.
Keershaz the Imp (C.Threat: CR6) This oncemighty 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 PCs must track the traitor
down.
Pandemonium in the Veins (Gladiator: 5th)
Life as a gladiator is deadly enough inside the

11

Hafners Complete Dungeon Index


arena. So its just unfair when something
starts killing the prize fighters outside their
matches. Its up to the PCs 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
PCs must race against time to re-light it or the
town will be destroyed.
Cold Storage (C.Threat: frozen room) This icy
chamber will chill your PCs 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. Its metal skin hides many secrets
and only the PCs can find a way to halt its
path of destruction. ***
Lifes 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.**
Lifes Bazaar Web
enhancement from Dungeon #97
This Web enhancement provides you with a
number of extra NPCs, an additional player
handout, a new trap, the statistics of the
monsters from Monster Manual II that appear
in Lifes Bazaar, and some extra campaign
tidbits to use when running Lifes Bazaar
from issue #97. Enjoy! ALSO: Downloadable
maps for Lifes Bazaar @ Paizo.
Demonblade (16th) The legendary demonblade
has resurfaced and claimed the prince of
Manderaun. Only the intrepid PCs can rid the
land of the former inhabitant to the
demonblade, as well as its foul minions.**
Blind Mans 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. **
Flood Season Web
Enhancement @ Paizo: "Flood Season" uses
several monsters from Monster Manual II. To
conserve space, their complete statistics were
omitted from the adventure text, but that
information has been provided as a service
here to accommodate those readers who do not
own Monster Manual II. We highly encourage
those readers who have not yet picked up a
copy of this supplement to do so, as the
information provided here is skeletal, at best -intended only to provide you with the minimal
information necessary to run the adventure.
Gluttony (S.Trek: 4th) Blood-sucking evildoers 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 PCs
must act quickly to assemble a legendary
artifact powerful enough to weaken the minion
so it can be defeated. (** Riddles #2 and 4 are
identical to the Hobbit..J.Kundart)
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 PCs 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 of 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 crypts
centerpiece holds the key.
MoM: Temple of Boccob ***; Githzerai
Monastery**

3.5 Edition Adventures


July 2003

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 Mountains-Twice!
This adventure also features an exclusive
preview of the D&D Draconomicon, releasing
this fall.**
Woe to Mistledale (8th) The sequel to issue
#87s Raiders of Galayths Roost returns to
the PCs to the Dales region, where they must
uncover a plot to destabilize the region.**
[SERIES RUNS IN ISSUES 87, 100, 121]
The Lich Queens Beloved (Githyanki; 18th)
The Incursion has begun!
Dungeons
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 queens deadliest tricks and traps to stop
her quest for godhood. (Corrections in issue
#105.)
Beast of Burden (6th) A massive behemoth
from another plane stalks the land, destroying
everything in its path 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, espcisally when all they care
about is ensuring your death.
Tu'narath
City
Guide
PDF
An exclusive downloadable supplement to "The Lich
Queen's Beloved," an adventure that appears in
Dungeon Issue #100.Paizo.com

Issue #101 (Subscriber section: Bonus map of


mystery and The Chasm Bridge Monster
Combat Matrix card insert)
Prison of the Firebringer (FR: 13th) From the
author of issue #86s 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.

12

Hafners Complete Dungeon Index


The Chasm Bridge (Subscriber bonus:
originally appeared in Dragon Issue #131; 7 th)
An important chasm crossing in the Underdark
has been claimed as the territory of a powerhungry wizard. He has taken to charging
exorbitant tolls to any who would cross the
bridge. Either way they chose-pay or slay- the
PCs must pay the price. This D&D adventure
is a Revised 3rd edition conversion of a module
that originally appeared in Dragon #131.
MoM: Egyptian Temple Dungeon (Bonus
Subscriber Section p.number error) *
Issue #102 (Writers Guide)
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 PCs
quickly learn, the wolf isnt all it appears.
Something sinister lurks in the woods near
town, and the PCs 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 PCs action sin
the city have gained the attention of local
aristocrats. One of these wealthy merchants
seeks he return of his son so he can be free of a
powerful curse thats 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 PCs worries.**
MoM: Red Dragons Lair **
Issue #103 (Erik Mona new editor; flip format
eliminated)
Glacial Inferno (7th) The evil wizard
Huhueteotls 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. (Corrections
in issue #105
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 depths of
the treacherous Forest of Blood.**
Sinkhole (Subscriber bonus: 4th) After a long
days travel, the PCs take refuge in a safe little
village inn of an honest nights sleep. Fate
intervenes when the inn falls into a deep selfsealing-sinkhole, and the heroes must help
surviving patrons out of a complex cave
system without accidentally stumbling into the
Plane of Shadow.**
MoM: Town of Deepwatch **
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 forts troubles.
The Demonskar Legacy (Adventure Path:
Shackled City; 8th;p.44-81) The Shackeled City
Adventure Path continues! After a riot erupts
in the streets of Cauldron, the CPs 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 RPGAs 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[error].
Drop by www.rpga.com for more details and
use the following adventure codes:
Racing
the
Snake
(6th;J.Simcoe)
**(105TS1DN) A merchants 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 theyve 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) Heirarch of the
Horned Society
MoM: Big City Back Alleys *
Issue #106
(Dungeon Adventure Player Rewards! Each
adventure is worth 2 D&D Player Rewards
points, and remains active until 2/29/04.
Tammerauts 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 PCs 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
MoM: Pirate Sea Cave Stronghold ***
Issue #107
Mellorn Hospitality (6th) (107MA1DN) Every
seven years, the elven village of Mellorell
hosts the Festival of Life, an opportunity to
trade, shop, and celebrate with the folk of
nearby lands. But a dark secret that could cost
the life of fairgoers draws the heroes into a
plot that leads all the way to Hades.

Test of the Smoking Eye (10th) (107SE1DN)


The Shackled City Adventure Path continues!
The Cagewrights continue their manipulations
of the city Cauldron, making the PCs their
latest pawns in a gambit that leads all the way
to the Abyss. The heroes must complete the
test of a deposed demon lord to ensure the
safety of Cauldron and all its citizens.
ERRATA FROM PAIZO WEBSITE:
Test of the Smoking Eye Scaling the
Adventure addendum: The following content
was inadvertently left out of Dungeon issue
107. Test of the Smoking Eye is intended
for four 10th level characters, but it can be
modified for parties of different sizes or levels.
Consider adapting the adventure as follows:
8th-9th-level PCs: Reduce the number of
babau demons at the start of the adventure by
one. While the PCs journey through Occipitus,
add 50 to any rolls made to generate a random
encounter; rolls in excess of 100 should be
treated as a result of 100. In the Cathedral of
Feathers, remove either Liuvash or Arrokh
from the Sanctuary, and make the North
Chamber where the bebilith lurks a less
complex room by removing the bridges and
setting the floor of the chamber at the same
level as the doors. On the Plain of Cysts,
remove the encounter with the Abyssal
Basilisk and reduce the class levels of the Wee
Jas grave robbers by 1-2 each. Vorkaire should
be changed to a young adult black dragon. In
the Skull, replace Motruk with a Chaotic Evil
stone giant, lower Myaruks thaumaturgist
level by 1-2 and remove the negative energy
damage effect from the nexus, and lower
Kaurophons level by 1-2.
11th-12th-level PCs: Add an additional babau
demon to the start of the adventure. While the
PCs journey through Occipitus, subtract 50
from any rolls made to generate a random
encounter; rolls lower than 1 should be treated
as a result of 1. In the Cathedral of Feathers,
add 1-2 more driders to the Narthex, give both
Liuvash and Arrokh 1-2 levels of fighter, and
advance the bebilith in the North Chamber by
2-4 Hit Dice. On the Plain of Cysts, have the
PCs encounter an abyssal basilisk twice,
advance the retriever by 4-8 Hit Dice, and add
1-2 class levels to each of the Wee Jas grave
robbers. Give Vorkaire the fiendish template or
advance him by 1-2 Hit Dice. In the Skull, add
a pair of vrock minions to the encounter with
Zaur Sza and Motruk, advance the berserk clay
golem in the throne room by 4-8 Hit Dice, and
give Myaruk and Kaurophon 1-2 more class
levels. If youre feeling particularly mean (or
if your players are still waltzing through the
adventure) you can have the various mummy
lords that the PCs encounter attack them after
they complete a part of the test as a final stage
to each test.

13

Hafners Complete Dungeon Index


Dead Mans Quest (1st) (107DQ1DN) Living
pirates are a common enough hazard around
the islands known as the Serpents Teeth. A
dead one is even more trouble-especially when
his treasure has been stolen. **(Tom Ganz)
Evard (CR 16) Information broker.
These Dungeon Adventure Player Rewards are
active until 3/31/04
MoM: Cryomancers Icicle Tower*
Issue #108
The Iron Satyr (11th) (108is1dn) A massive
horned statue at the center of the village
Dramshae draws interest from townsfolk and
extraplanar interlopers alike. Recommended
sources for this adventure include the Manual
of the Planes and Fiend Folio.
Challenge of Champions V (All) (108cc1dn)
Once again, the Adventurers Guild has sent
out the call for those who dub themselves great
adventurers to compete in a contest designed
to challenge low-and high-level heroes alike.
Can you make it through to victory without
suffering the humiliation of defeat? The four
previous adventures appeared in issues #58,
69, 80, and 91.) ; *** PAIZO.COM Free
Download Web Enhancement errata! More
puzzles and great maps!
These Dungeon Adventure Player Rewards are
active until 4/30/04
MoM: Stone Giant Caverns**
Issue #109
Secrets of the Soul Pillars (12th) (109SS1DN)
The Shackled City Adventure Path continues!
At last, the action returns to the city of
Cauldron, where the wicked Cagewrights
hatch a deadly plan that could lead to the citys
destruction!
The Devil Box (2nd; R.Pett) (109DB1DN)
Friendly kobolds, a bizarre freakshow and
Tiny devils conspire to bring havoc to the lives
of your player characters. Can you rescue the
Reptile Boy from bondage before a diabolical
plot brings trouble to the citizens of a friendly
village? A humorous adventure. **
Faces of Cauldron (n/a) One of our favorite
artists reveals the look behind the movers an
shakers of the Shackled City Adventure Path.
Next time your players ask what Nidrama
looks like, point to this massive image.
MoM: Dungeons Delve Part I (Goblinoid
Den) ***
Issue #110 (May 2004)
Last Stand At Outpost Three (DARK SUN;
4th; D.Noonan; 18 p) (110BB1DN) The PCs
find themselves besieged by marauding elves
in a wilderness trading outpost. Can they
organize a defense of Outpost Three against
the elves and their sinister allies-and figure out
why the elves attack night after night? The
rest of this issue is The Dark Sun DMs Guide
& Monster Supplement) ** (non-Dark Sun is
*)

Buzz on the Bridge (3rd; J.Simcoe; 16p)


(110LS1DN) The isolated halflings village of
Lindley has a problem. The main supply route
into town, a large covered bridge spanning a
mountain chasm, has been infested by a hive
of giant bees. The sheriff has already perished
in an attempt to remove the vermin, so when
the PCs arrive in town, mayor Dunleary
Appletop pleads for their help. ..featuring a
miniatures-scale map. **
Issue #111 (Dark Sun Monsters Appx2)
Lords of Oblivion (13th; C.Perkins)
(111LO1DN) The Shackled City Adventure
Path enters the home stretch as the forces of
evil take direct action against the heroes of
Cauldron. Dangerous secrets will be revealed,
important NPCs will bite the dust, and your
heroes will never know who to trust again!
Bonus: Take a glimpse at the campaigns
villains in our special Faces of Cauldron art
feature.**
Strike on the Rabid Dawn (15th; F.Brunner)
(111RD1DN) A terrible thunderstorm batters a
seaside port, yet thunder and lightning are
nothing compared to what is about to be
unleashed by the diabolic crew of the Rabid
Dawn.
The Lord of Blades (C.Threat; CR12 + CR6)
A sneak peak at Eberrons metal messiah.
MoM: Dungeons Delve Part II (Lower
Caverns)
Issue #112 (July 2004)
Maure Castle (Greyhawk; 12th, by R.J.Kuntz
& G.Gygax) (112MC1DN-Worth double
points) Celebrate the 30th Anniversary of
Dungeons & Dragons by delving deep into one
of the classic dungeons that started it all!
Pierce the Unopenable Doors to discover the
ruins of Maure Castle, last bastion of a twisted
family of warlocks. Will you brave the
caverns of the guardian demon Kerzit to
ponder the pages of the Tome of the Black
Heart? How will your party survive an
encounter with the fiend-handed wizard Eli
Tomorast? With a new undiscovered level
designed by original author Robert J. Kuntz,
this adventure updates a First Edition classic to
the current D&D rules and serves as the
launching point for a major dungeon delving
campaign! ***
Issue #113 (Final issue of Polyhedron v.171)
Queen with Burning Eyes (Eberron, 1st, by
J.Wyatt) (113QB1DN) Take your first exciting
foray into D&Ds newest campaign setting
with a deadly exploit in Sharn, City of Towers.
Descend into the ruined undercity to face the
legacy of the daelkyr, aberrations from the evil
plane of Xoriat, and come face to face with the
Queen with Burning Eyes!
Practical Magic (F.Realms, 9th, by J.Nelson)
(113PM1DN) An investigation into a wizards

disappearance leads to tangles with an unusual


mermaid soothsayer and her obedient
servitors, a tattoo-covered magical ghoul, and
the deadliest necromancer the city of
Marsember has ever known.
Foundation of Flame (Adv.Path, 15th, by
C.Thomasson) (113FF1DN) All hell breaks
loose in the city of Cauldron, as a longdormant volcano sputters to life. The heroes
must deal with the terrible consequences,
ushering citizens to safety and negotiating
fiend-filled streets littered with collapsed
buildings. And with the death of the Lord
Mayor, who will lead whats left of the city?
Issue #114
(DM-specific new formatting instituted; Isle of
Dread poster map; Download the all-new
Dungeon #114 Map Supplement (2.8
MB), a PDF document containing all the
maps from Dungeon #114. Or if you've
got the bandwidth, grab the high
resolution version (33.1 MB). Get the
most out of your Dungeon experience
without tearing up your magazine!
PAIZO.COM)
Mad Gods Key (RPGA-Living Greyhawk, 1st,
J.Bulmahn) (MDGKY1LG)** A hunt
for a missing key leads the heroes form
the streets of the city of Greyhawk to the
Tomb of Blood Everflowing in the
treacherous Cairn Hills.
Torrents of Dread (Isle of Dread, 6th,
G.Vaughan) (114TD1DN)** A supernaturally
powerful storm, mudslides, and agitated
dinosaurs are the least of the worries in the
tropical village of Mora.
The villages
spiritual leader, the Zombie Master, has gone
missing, and now undead rise from sodden
graves and the village matriarch lies dead,
murdered by her own son. What dire menace
awaits in the flooded catacombs below?
Thirteen
Cages
(Adv.Path,
16th,
C.Thomasson)** At last! The heroes finally
track down the insidious cagewrights for a
final showdown in their lair deep beneath the
volcano of Cauldron. But who secretly leads
the Thirteen and what will his final message
mean for the PCs?
Backdrop:
Exploring the Isle of Dread
Detailed encounter charts, a poster map,
adventure hooks, and places of mystery
complete this overview of a dinosaur-ridden
jungle island that has spelled doom for
thousands of D&D players. Suitable for any
campaign.
Mastering the Game:
Starting a new
campaign pt.1
Lairs with Flair
Spice Up Your Travel
Lassiviren the Dark: Ruthless Assassin
(C.Threat, CR15)

14

Hafners Complete Dungeon Index


Issue #115
Raiders of the Black Ice (Greyhawk, 3rd, by
W.Baur) (115BIDN) Bracing for a terrible
winter, the adventurers find themselves snowlocked in the desolate Archbarony of
Blackmoor.
Will they venture into the
treacherous Land of Black Ice to rescue an
enslaved people?
Steel Shadows (Eberron, 7th, by K.Baker)
(115SSDN) A killer stalks the warforged of
Sharn. Some say the murderer is a vengeful
spirit, while others blame human bigotry and
fear. Can the adventurers expose the truth that
lies hidden in the citys depths?
Strike on Shatterhorn (Adv.Path, 18th,
C.Perkins) (115SHDN) The pulse-pounding
conclusion to the Shackled City Adventure
Path was so awesomely huge that we had to
split it into two parts. The eleven-adventure
storyline enters its pentultimate chapter as the
heroes track the remaining Cagewrights to the
ruined yuant-ti [sic] stronghold of Shatterhorn.
Mastering the Game:
Starting a new
campaign (pt.2)-The people around the table.
Fences and Dealers
Fifty Fairs and Markets
Passages into Darkness Doors and Gates
Sylvan Ambushes
Issue #116
Palace of the Twisted King (5th, by
P.Larwood) A blistering sandstorm finally
breaks, revealing a moribund ruin long
shrouded by the desert sands. Its crumbling
walls might provide respite from the terrible
winds, but the keeps ancient meenlock master
has a special bed for visitors his grisly
operating table. [116ptdn]
The Death of Lashimire (Psionics, 12th,
T.Hitchcock) [116dldn]The infamous psion
Lashimire is dead, leaving an undefended
fortress ripe for looting. But the PCs soon
discover they arent the only ones after
Lashimires fabled treasure when they begin to
encounter bands of githyanki in search of a
missing silver sword.
Asylum (Adv.Path,, 19th, C.Perkins) [116asdn]
In the final chapter of the Shackled City
Adventure Path, the heroes venture to the
Prison Plane of Carceri. There they do battle
with surviving Cagewrights, duplicitous
demodands, and the mad demon lord
Adimarchus himself.
30 Greatest D&D Adventures of All-Time. A
list of classic adventures ranked by an all-star
panel of judges including E.Greenwood,
C.Perkins, B.Cordell, and M.Cook.-Ranked
Queen of Spiders as best.
Bonus: Faces of Cauldron artwork
Mastering the Game:
Starting a new
campaign [part 3] all these wonderful toys.
Informants
Abandoned buildings
Four fiendish fountains

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

Glades. And from the Defiled Glades hops


King Bog, a titanic awakened toad with a taste
for player characters. [118tz1dn]
World of D&D Poster Map (1 of 4):
Greyhawk. This time we mean it . Track your
characters exploits from the lost Caverns of
Tsojcanth to the shores of the Lake of
Unknown Depths on this massive eight-panel
map by R.Lazzaretti. LEGEND is on p.13
Mastering the Game: Starting a new
campaign, part 5: Evolution of the DM
Alert the Watch!
Instant City Shopping
Art Other Fancy Loot
Pilgrims on the Road
Larsa Essinel, Dragon Assassin (female halfelf ranger8, dragonstalker6 (CR14)
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 #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

15

Hafners Complete Dungeon Index


the scene. After infiltrating the tomb
themselves, a band of adventurers must
become its guardians and use its denizens and
traps to prevent a monstrous gnoll chieftain
from claiming the deadly artifacts hidden
within for his own nefarious glory.
[119ta1dn]** (FLINDBAR STATS; NEW
MONSTER: Bonespider Swarm)
World of Greyhawk Map Insert (part 2 of
4)Our massive map of the World of Greyhawk
continues with our second eight-panel poster.
Track your party's progress through the world,
from their lowly beginnings in Saltmarsh to
their epic triumphs in the Vault of the Drow.
Mastering the Game:
Starting a new
campaign (part6): Campaign Goals
Spells for Sale
Enemies at the Gate
Sounds of the Underworld
On the Wild Side: Creating Frontier Outposts
for Any Setting
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 #120
The Obsidian Eye (3rd, Nicolas Logue and
Brendan Victorson) The shifting desert sands
have revealed an ancient obelisk from a
forgotten age, an obsidian monolith whose
presence is having an unsettling effect on the
surrounding desert. Ancient dead arise from
the dunes, dangerous jackalweres launch
attacks on caravans and villages, and the
mysterious Order of the Obsidian Eye has
flocked to the unearthed ruin for reasons no
doubt dire. What monstrous portents do these
events foretell? [Scale correction from issue
#123 notes: Interior map on p30 is 40 feet to
the inch. The scale for the oasis map is also
roughly 40 feet to the inch.]
The Forsaken Arch (7th, Timothy J. Haener)
The pearl divers of Shoalbury are in trouble. A
band of birdlike kenku and ogres have been
ambushing and plundering outgoing shipments
of pearls, and the villagers are growing
desperate. And why are the bandits stealing
eyes from the bodies of their victims? A single
guard survived the most recent ambush with
one eye intact, and his testimony may just be
enough to lead a brave band of adventurers to
the bandit lair, and to the sinister cult they
serve.
Lost Temple of Demogorgon (14th, Sean K
Reynolds) His name has inspired fear in
legions of heroes, and his cult has lurked in the
dismal reaches of the world for countless ages.
His minions are savage and feral, his
worshipers vile and wretched. He is
Demogorgon, and his temples are nightmare
realms haunted by primeval menaces and
hateful legacies from a time when the world
was savage. And now, a vengeful death knight

has discovered one of these lost templeswill


the PCs aid him in his dark quest for revenge,
or will they fall before the awakened host of
the Prince of Demons?
Return to Castle Bristol (25-100, Erik Mona)
Can you survive Castle Bristol? NO!!! p.6.
The World of D&D Poster Map (3 of 4) The
third of four giant poster maps by all-star
cartographer Robert Lazaretti reveals the
sinister Scarlet Brotherhood, the vast reach of
the corrupt Great Kingdom, and the location
of D&Ds most infamous location, the Tomb of
Horrors. Legend is on p.17.
Mastering the game: Whos Driving this
Campaign? Starting a new campaign (pt7)
The Cast: Bounty Hunters
The City: The Adventure Begins
The Dungeon: Dungeons with Dimension
The Journey: Stopovers
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 #121
Fiends Embrace (4th, Stephen S. Greer)
Ages ago, the demon prince Grazzt fashioned
a cloak, the Fiends Embrace, from the skin of
a pit fiend captured in the Blood War, and
offered it as a gift to his lover, the witch-queen
Iggwilv. Today, rumors hold the Fiends
Embrace is hidden in a keep in the Cold
Marsheswill agents of a jealous demigod get
to the cloak before the PCs?
The Styes (9th, Richard Pett) Once, the Styes
was the ocean gateway to a major city, her
magnificent buildings crowning a man-made
island held aloft on piers and boardwalks.
Now, it has grown old and diseased, a perfect
haven for sadists, cultists, and hungry things
that flop and writhe.
Secrets of the Arch Wood (13th, Skip
Williams) A few years ago, the swords of
Archendale went ahead with plans to log a
section of the Arch Wood near their borders.
Yet only a year later, the logging stopped
abruptlyArchendales rulers did not reveal
the reason, but that reason is about to make
itself known. A FORGOTTEN REALMS
adventure.
The World of D&D Poster Map (4 of 4)
The fourth and final giant poster map by allstar cartographer Robert Lazaretti reveals the
infamous Causway of Fiends, the beleaguered
Duchy of Tenh, and the trackless lands of the
Snow Barbarians. At last, DUNGEON readers
can chart our core D&D adventures on a
world map fit for kings! The legend to the
giant four-part poster map of Greyhawk is
now available as a PDF download.
Mastering the game: The Big Picture
Plotting the Campaign (Part 1)
The Cast: Employers and Patrons
The City: Unsung Heroes

The Dungeon: One Hundred Useful Items


(***)
The Journey: Well Met on the Road
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 #122
Final Resting Place (3rd, by Michael Kortes)
Most adventurers like to think that when their
number is finally up, their colleagues will
bring them home, either to be raised or at least
returned to their families for a proper burial.
But how far will the PCs go in order to do
right by a fallen adventurer? And will they
draw the line at hauling his coffin out of the
Underdark?
Fiendish Footprints (6th, by Tito Leati)** A
microscopic map etched into the surface of a
tiny knag of wood puts the PCs on the trail of
the Fiendish Foot, an item of vast necromantic
potential. Will your heroes beat a band of
hobgoblins to find the Foot? And what of the
objects vampiric protectors?
The Root of Evil (18th, by Mike Mearls)
A sickness festers in the heart of a great city
the demon tree Malgarius spreads its diseased
roots through paving stones and courtyards.
Only the most powerful adventurers have what
it takes to enter the demon tree and return
alive. **
Backdrop: The Ring of Storms (by Keith
Baker) The land of Xendrik holds many
secrets, wonders long forgotten by the children
of the modern age. Cyclopean ruins recall the
heyday of an empire of giants, whose savage
descendents lurk in the shadows of their
former glory. Xendrik also hosts the ruins of a
mysterious sect of long-lost elves called the
Qabalrin, whose shattered cities lie within the
mysterious Ring of Storms. An Eberron
backdrop of Exploration and Doom straight
from the settings creator!
Mastering the game: Twists and Turns
Plotting the Campaign (Part 2)
The Cast: Atypical Enemies**
The City: A Town in the Aftermath
The Dungeon: Essential Works
The Journey: Hazards of the Trail

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.

16

Hafners Complete Dungeon Index


Salvage Operation (2nd, By Mike Mearls)
Many moons ago, a powerful merchants
fortunes collapsed as a ship filled with his
wares vanished. Four days ago, the missing
ship was spotted, listing terribly and adrift at
sea. The merchant gathers the last of his
resources to mount an expedition to the ship,
yet are he and your players prepared for what
lurks inside its slowly sinking ruin?
Crypt of Crimson Stars (7th, By Andy
Collins and James Wyatt, EBERRON) Rumors
of an Eberron dragonshard of enormous size
and power have reached the ears of Tophran
Damilek, one of Sharns wealthiest citizens.
Unfortunately, the shard seems to be concealed
within a trap-laden temple-tomb, a tomb itself
located below a village of cruel halfling
nomads and their dinosaur pets. Crypt of
Crimson Stars is part one of the three-part
Shards of Eberron campaign arc, which
debuted at Gen Con Indy 2004 as the official
D&D Open tournament, sponsored by the
RPGA.
The Amarantha Agenda (13th, by Phillip
Larwood) What happens when a sinister
conjurer catches a dryad and manages to bind
her fey spirit to a carnivorous tree from the
Abyss? The caretakers of Heartwood Grove
found out the hard waycan the PCs reclaim
this sacred elven site from its corrupted
mistress before she extends her powers even
further?
Mastering the game: Twists and Turns
Designing the Campaign Around the
Characters (Part 3)
The Cast: Sages and Scholars
The City: 100 Market Stalls
The Dungeon: Treasure Trails
The Journey: Law of the Land
Online Supplement:
The online PDF
supplement to Dungeon #123 is now available.
This supplement contains all the maps from
the issue, as well as player handouts and NPC
illustrations.
Issue #124
The Whispering Cairn (1st, by Erik Mona)**
A handful of would-be adventurers gathers to
explore an ancient tomb, eager to trade their
discoveries for a ticket to a better life. What
they find within presages the advent of the Age
of Worms, an era of darkness, decay, and
writhing doom. [AGE OF WORMS SERIES]
Paizo.com has the Age of Worms Overload, a
free PDF compilation of supplementary
material
to
help
Age
of
Worms
Dungeonmasters get the most out of their
campaign..details in issue #125).
Temple of the Scorpion God (7th, by James
Wyatt and Andy Collins, EBERRON) An
insane villain plots ruin deep beneath the city
of Sharn. In order to save the city, the PCs
must find the one thing that can stop him, an
enormous Siberys dragonshard hidden

somewhere in the jungles of the lost continent


of Xendrik.
Chambers of Antiquities (16th, by Robert J.
Kuntz) Deep under the ruins of Maure Castle
lie the Chambers of Antiquities, vaults
designed by ancient wizards to store magic
items even they didnt quite understand. A
continuation of last years hit Maure Castle.
Backdrop: Diamond Lake*** (Backdrop, by
Erik
Mona)
Kick off Dungeons new 12-adventure Age of
Worms Adventure Path campaign with this
overview of Diamond Lake, a run-down
mining community nestled in hills laden with
the tombs of a dozen lost civilizations. Bonus
poster map by Robert Lazzaretti!
Mastering the game: Managing the Flow of
Information Plotting the campaign (Part 4)
The City: Smells of the City
The Dungeon: Resting on the Run
Online Supplement:
The online PDF
supplement to Dungeon #124 is now available.
This supplement contains all the maps from
the issue, as well as player handouts and NPC
illustrations. It also contains the missing
Scaling the Adventure sidebar, as well as the
Eberron and Forgotten Realms conversion
appendices.
Issue #125
The Three Faces of Evil (3rd, by Mike
Mearls) Clues discovered in Diamond Lake
lead to the Black Cathedral, a forlorn chamber
hidden below a local mine. There they battle
the machinations of the Ebon Triad, a cult
dedicated to three vile gods. What does the
ebon Triad know about the Age of Worms, and
why are they so desperate to get it started?
Pit of the Fire Lord (6th, by Andy Collins
and James Wyatt, EBERRON) A madman
hidden deep below Sharn plans to tear open a
portal to the Sea of Fire. Can a band of heroes
reach him in time to save the city from
conflagration? Pit of the Fire Lord is part
three of the three-part Shards of Eberron
Campaign Arc.
Seekers of the Silver Forge (15th, by Tim
Hitchcock) Strange things have long plagued
fishermans netsbut none so strange as
rotting fish that twitch and gasp for days after
being taken from the water, or a gilled
githyankis severed head found in a sharks
belly. Do these briny omens lend credence to
rumors of a sunken githyanki city caught in a
necromantic civil war?
Mastering the game: The Campaign Outline
(Plotting the campaign part 5)
The Cast: Senschals and Majordomos
The Dungeon: Beaker of Endless Potions
(***)
The Journey: Guides
NO WILL SAVE THIS MONTH
Issue #126 (poster map)

Encounter at Blackwall Keep (5th; by Sean K


Reynolds)The wizard Allustan requests the
party's company on a trip to Blackwall Keep, a
militia outpost on the border of a treacherous
swamp. But what of the green worms and
unkillable zombies plaguing the region, and
what fell secret is locked in the keep's forlorn
basement? In Age of Worms Adventure Path
scenario.
The Clockwork Fortress (8th, by Wolfang
Baur) A mechanical man discovers his
ancestral fortress has fallen to a lunatic derro,
but something worse than mad derro haunts
the Clockwork Fortress' gears. A D&D
adventure for8th-level characters.
Blood of Malar (13th, by Eric L. Boyd)***
Seductive vampires, hungry werewolves,
sinister drug dealers, trouble in the sewers, and
an undead beholder? Just another day in
Waterdeep! The first adventure in the Vampires
of Waterdeep Campaign Arc, "Blood of Malar"
is a FORGOTTEN REALMS adventure.
(ERRATA in letters issue #131)
The Menagerie (6th, by B. Matthew Conklin
III) What happens when a vagabond finds a
weird snake down by the river and gives it to
the local curio shop? Find out in "The
Menagerie,"
winner
of
the
Origins/DUNGEON Side Trek Design
Competition, a D&D adventure.
Mastering the Game: The Campaign Handout
The City: Merchant Madness
The Journey: Swamp Dangers
Critical Threat: Girddrez: Savage Duelist
Issue #127
The Hall of Harsh Reflections (7th, by Jason
Bulmahn) The Free City: a shining gem in the
crown of cultured civilization. Beneath the
surface of this bustling metropolis is a rot,
festering in the darkness, manipulating the
lives of those unaware of its presence. Now a
small adventuring band from out of town may
be in over their heads. Their actions in
Diamond Lake have attracted the wrath of one
of the citys hidden masters. A gang of
infiltrators and an enigmatic mastermind plot
their destruction, and only tracing the rot to the
root can stop the onslaught. An Age of Worms
Adventure Path adventure.
The Hive (5th, by Phillip Larwood) The oncedwarven wizard Hehranna knows that her
previous race, for all its pride and skill, is
hampered and distracted by lesser concerns
family, friendship, emotion. Once they join the
Hive, they wont begrudge a few moments of
pain in exchange for the industrious
awakening she has to offer them.
Dungeon of the Crypt (13th, by Eric L. Boyd)
The High Hunt leaves the streets of Waterdeep
and heads beneath the City of the Dead where
monstrous criminal overlords compete for the
favor of their mysterious master. It will take
more than skill with a blade to cut through the

17

Hafners Complete Dungeon Index


web of deceit and treachery that surrounds the
Vampire Master of Waterdeep. Do you have
what it takes to survive the Dungeon of the
Crypt? A FORGOTTEN REALMS adventure.
Mastering the Game: Gaming Frill: props
and handouts
The Cast: Trust No One: Conspiracies
The Dungeon: Staffs of Power
Critical Threat: Glimmerpane
Map of Mystery: Smugglers Tunnels
Issue #128
Shut In (2nd, by F. Wesley Schneider and
James Sutter) An elusive killer is leaving a
trail of noble blood across the city. When the
PCs are recruited to protect an influential
spinster, they discover that more is afoot at
Dromdal House than anyone suspects. In fact,
they may be the ones who need protection,
from their aging ward.
The Champions Belt (9th, by Tito Leati) The
hidden masters of the Ebon Triad have
something special planned for the culmination
of the Champions Games: a foul ritual
designed to transform the arena into a stage of
enormous carnage to honor their dark overgod.
To stop them, the PCs must explore the dark
complex of the arenas master, and destroy his
pet monster before its too late. An Age of
Worms Adventure Path Adventure.
The Fireplace Level (14th, by Eric L. Boyd)
The High Hunt draws to a close deep beneath
the noble villas of the North Ward, but
bearding Waterdeeps vampire master in his
lair threatens to unleash the buried ghosts of a
forgotten feud between two of Waterdeeps
merchant houses. The third adventure in the
Vampires of Waterdeep Campaign Arc, The
Fireplace Level, is A FORGOTTEN
REALMS adventure.
Backdrop: The Free City by Richard Pett.
Welcome to Midnight's Muddle, a lively Free
City neighborhood packed with friends and
foes alike. As the Age of Worms marches ever
forward, the Muddle offers your PC's new
contacts and a new home.
Mastering the Game: Winging It: Part I: The
Basics
The City: Wet your Whistle: Taverns***
The Journey: Express Travel
Map of Mystery: Sewer Stronghold of the
Thieves Guild
Issue #129
Murder in Oakbridge (5th, by Uri
Kurlianchik) The PCs match wits with a
brilliant assassin driven insane by the
accidental death of her daughter years ago. To
solve this dark murder mystery, the PCs must
use their perception and intellect along with
their arsenal of spells and abilities. A
EBERRON adventure.
Gathering of Winds (11th, by Wolfgang Baur)
The PCs return to Diamond Lake to consult

with the sage Allustan, only to find the place in


shambles after a visit from the black dragon
Ilthane. Allustan himself is missing, and
tracking him leads to an active gate within the
Whispering Cairn. Can the PCs survive the
fully-active true tomb of Icosiol, General of
the Wind Dukes of Aaqa, and claim a fragment
of the Rod of Seven Parts? An Age of Worms
Adventure Path scenario.
The Twisted Run (17th, by Wil Upchurch)
Faeruns Northlands have always been a
dangerous frontier. The frozen woods and
treacherous mountains are home to orcs, trolls,
lycanthropes, and worse. When the Lady
Alustriel brought the northern nations together,
the Beastlord Malar could no longer watch as
his wilderness was slowly civilized. The god
chose his most worthy follower, anth-Malar,
suffused him with divine essence, and tasked
him with bringing devastation and chaos to all
who defiled the wilderness. A FORGOTTEN
REALMS adventure.
Mastering the Game: Winging It: Part 2:
Preparing to be Unprepared
The Dungeon: Familiar Creatures with New
Faces
The Dungeon: Black Sheep: PC backgrounds
Critical Threat: Malek: Evil Entombed
Issue #130
Within the Circle
(1st, By Sam Brown) The hamlet of Thistle has
a problem. The river they depend on for trade
and food was recently poisoned with a tide of
filth, and a goblin named Belig has claimed
responsibility. If the people of Thistle dont
pay a ransom, Belig has promised them much
worse will come with the next poison tide. A
FORGOTTEN REALMS adventure.
Palace of Plenty (10th, By Tito Leati) The
fair Yayosei were the children of an ancient
tribe and benign river spirits, until they tried to
preserve their paradise by trapping the power
of the Void Dragon. Their home was indeed
preserved, but at a terrible cost. Today, the
descendants of the Yayosei have degenerated
into beasts, but what remains trapped within
the Palace of Plenty is much worse. An
Oriental Adventures scenario.
The Spire of Long Shadows
(13th, By Jesse Decker) Centuries ago, a
despotic priest-king sacrificed his nation to
fuel his ascension to divinity. He left legions of
the hungry dead in his wake, along with a
ruined city that now hides the truth behind the
advent of the coming apocalypse. A man
became a god in this worm-eaten city, and the
secrets hidden within may hold the keys for his
defeat. An Age of Worms Adventure Path
scenario.
Mastering the Game: Winging It: Part 3:
The Math of Winging It
The Cast: Behind Bars: Prisoners
The City: Have you Heard: Rumors
The Dungeon: Swords of Legend

The Journey: Inns and Lodging Houses


Maps of Mystery: Jungle Trading Port
Issue #131 (poster map: Alhaster)
The Beasts of Aulbesmil
(3rd, by Skip Williams) Aulbesmils silver
mines are played out and mercantile traffic has
grown sparse. Orcs and monsters lurk in the
nearby woods, but the real menace hides
behind twitching whiskers in the town itself.
The Prince of Redhand
(15th, by Richard Pett) Prince Zeech cordially
invites you to party with bandits, slavers,
pirates, and a mysterious woman who may
hold the key to preventing an apocalypse. An
Age of Worms Adventure Path scenario.
The Hateful Legacy (12th, by Greg A.
Vaughn) At the end of the Hateful Wars, Lord
Sandor led an army into the foothills of the
Barrier Peaks in pursuit of a host of goblins
and orcs. He and his army vanished, and now a
group of adventurers follows his footsteps to
discover that doom fell upon him and his men.
A Greyhawk adventure.
Backdrop: Alhaster (by Richard Pett: Tour
the dark streets of the only port in the Bandit
Kingdoms-the troubled town of Alhaster. As
the Age of Worms nears its epic conclusion,
this city will become an important part of the
unfolding events.
Dungeoncraft: Dirty Little DM Tricks
The Cast: Specialists
The Dungeon: Chutes and Ladders
The Journey: Dimension Doors
Maps of Mystery: Vault of the Deathlord
Issue #132
Wingclipper's Revenge
(4th, by Christopher Wissel) Danger lurks in
the woodland surrounding the village of
Turvin. Strange lights and sounds emerge from
deep in the forest, and now villagers have
started to disappear. Some evil force is turning
nature against mankind, and its up to the PCs
to put a stop to it.
Caverns of the Ooze Lord
(8th, by Campbell Pentney) Somethings not
right with the hamlet of Verdinica. The locals
are quiet and withdrawn, and seem strangely
nervous about answering questions to
outsiders. Why do they wear such thick
clothing, even though the summer is so hot and
muggy? And what sort of prisoner could
make the strange, sloshing noises that are
heard some nights coming from the gaol?
The Library of Last Resort (16th, by Nicolas
Logue) Tilagos Island does not appear on most
maps of the Nyr Dyv, yet the storm-shrouded
island hides the greatest repository of
knowledge of an ancient cabal of druids who
defeated Kyuss 1,500 years ago. The PCs must
brave the mysterious island and locate this
repository, itself a last resort against the

18

Hafners Complete Dungeon Index


Wormgods Return. An Age of Worms
Adventure Path scenario.
Dungeoncraft:
The Introductory Session:
Special Sessions [part 1]
The Cast: Down at the Docks
The City: To the Games!
The Journey: Mythical Locales
Critical Threat: Ella Mornel
Maps of Mystery:
Haunted Roadside
Coaching Inn
Issue #133
Chimes at Midnight (5th, By Nicolas Logue)
The brilliant (if somewhat eccentric) detective
Viktor Saint-Demain has put more criminal
masterminds behind bars than any three other
inqusitives. But when the master sleuth fails to
get the recogintion he deserves, he sets out to
prove to Sharn that they cant live without
him. A EBERRON adventure.
Ill-Made Graves (7th, By Kevin Carter) The
mighty dragon Oroshar lies dead, as does the
barbarian king who slew him. Yet the dragons
spirit does not rest quietly. His wrath lingers in
one of the teeth lodged in the dead kings
corpse, awaiting only the caress of the funeral
pyre before it can awaken into something far
worse than a dragon of flesh and bone.
Kings of the Rift (18th, By Greg A. Vaughan)
Dragothas phylactery lies hidden somewhere
in the ruined city of Kongen-Thulnir, a ruin
now inhabited by tribes of giants and in the
throes of a draconic siege. Can the PCs
discover the secret vault that hides the
phylactery before Dragothas dragons tear the
city apart to reach it? An Age of Worms
Adventure Path scenario.
Dungeoncraft:
The Marathon Session:
Special Sessions [part 2]
The City: Cards, Dice & Skulls: tavern
games
The Dungeon: The Mobius Scrolls
The Journey: One Hundred Meals
Critical Threat: The Marshal ~ Inevitable
Justice
Maps of Mystery: Underdark Caverns

(Rankings in letters and


Errata not checked from
here forwardsyet)
Issue #134
Home Under the Range (3rd By Michael
Kortes) The dwarves have a problema
tiefling-related problem. The tieflings raid
under the shield of magical darkness, but if the
PCs can supply the dwarves with giant scarab
beetles capable of generating potent bursts of
magical light, they might just survive.
Unfortunately, they'll need to escort the herd of

giant beetles through the Underdark first


And Madness Followed (9th By Matthew
Hope) Something vile has transformed a
sleepy rural villagethe locals have become
monsters, and the only survivors are insane.
Can the PCs unravel the mystery before a
troupe of insane bards plunge the heart of an
unsuspecting city into the Far Realm?
Into the Wormcrawl Fissure (19th By James
Jacobs) Dragotha's phylactery has been
destroyed or captured, yet the undead dragon
still exists. If the PCs are to avert the age of
worms, they must invade the heartland of
Kyuss' power, the Wormcrawl Fissure, and
destroy one of the world's most powerful
dracoliches before the Wormgod awakens. An
Age of Worms Adventure Path scenario
Dungeoncraft: The One-Shot Session
The Journey: Courtesans and Confidants
The City: 50 Unexpected Events
The Dungeon: 7 Treasure Chests
The Journey: Unwanted Followers
(** Blurbs now left in original format**)
Issue #135
Funeral Procession (Mark A. Hart)
For months, the brutal serial killer Crimson
stalked the streets of Saltmarsh, preying on
dozens of men and women. Now the brutal
murderer lies dead, but although justice has
been done, the danger has not yet passed. A
soul as wicked and deprived as Crimson's will
not rest quietly, and the local cult of Graz'zt
has plans for the coming monstrosity. A D&D
adventure for 1st-level characters.
Chains of Blackmaw (by Nicolas Logue)
Framed by the Covenant of the Knife and
thrown in the notorious Blackmaw Prison,
Karl Manderholm awaits his execution at the
hands of the deadly assassins' guild. In order to
save him, the PCs must enter Blackmaw in the
guise of lowly prisoners and expose the one
man who can clear Karl's name, the
Shadowmaster of the Covenant himself. A
D&D adventure for 10th-level characters.
Dawn of a New Age (by Tito Leati) Alhaster is
in flames, choking on the poison mists of the
Wormgod's first tentative breaths on the
Material Plane. The Age of Worms has begun,
and unless the PCs can kill a God, this New
Age will be dark indeed. An Age of Worms
Adventure Path scenario for 20th-level
characters.
Poster Map
The City: Stronghold Defenses
The Dungeon: 100 Bookshelves
The Journey: Polders
Maps of Mystery: The House of Broken Minds
Issue #136
Tensions Rising (by Ryan Smalley)
An airship carrying vital secrets has gone
down in the Starpeaks. Now the PCs must race
a sinister necromancer through a labyrinth of

treacherous canyons to retrieve the information


before it falls into the wrong hands. But the
dolgrims that currently live there have other
ideas. An Eberron adventure for 4th-level
characters.
The Coming Storm (by Greg A. Vaughan)
The denizens of a cursed temple that manifests
only during the height of powerful storms are
raiding the surrounding lands. What
mysterious treasures and hideous dangers wait
within the Temple of Celestial Winds? A D&D
adventure for 10th-level characters.
Gates of Oblivion (by Alec Austin) When an
adventuring party fails to stop a shadowy
ritual, it'll take powerful heroes to step in to
pick up the pieces and prevent the Gates of
Oblivion from consuming the Material Plane.
A D&D adventure for 18th-level characters.
Dungeoncraft: Sometimes its just the DMs
fault
The Cast: Company of Thieves: Order of the
Lavender Rose
The Dungeon: Magic Mushrooms
Critical Threat: Countess Vita Al-Adora
Maps of Mystery: The Forsaken Rift
Issue #137
Siege of the Spider Eaters (by Tim and Eileen
Connors) The village of Haven-Fara has a
problemit's been overrun with spiders that
have been forced out of thier nearby lair. Now
the horrible arachnids have encased the village
in webs. Yet could this spider problem be
merely a symptom of something worse to
come? A D&D adventure for 1st-level
characters.
Tealpeck's Flood (by Peter Vinogradov)
Decades ago, the powerful wizard Tealpeck
made a blood pact with the pit fiend Ibex. Now
someone must find a way to undo this folly
before Tealpeck's lone descendant inherits a
terrible fate. A D&D adventure for 6th-level
characters.
Man Forever (by Jason Nelson-Brown)
Lord Chauve-Souris gave up the adventuring
life for that of a noble, yet something still
haunts him from those early glory days.
Rumors that he's actually a vampire have set
the region on edge, and civil unrest now
threatens a revolt that could devastate southern
Impiltur. A Forgotten Realms adventure for
16th-level characters.
Dungeoncraft: Running a Game is Hard to
Do: Part 1: Characters and Perception
The Dungeon: Grisly Ends
The Journey: Foraging Finds
Critical Threat: The Dusklight Caravan
Maps of Mystery: Cinderforge
Issue #138
Urban Decay (by Amber E. Scott) In the back
alleys and sewers, a wererat plots the
overthrow of the humans he despises. A D&D
adventure
for
2nd-level
characters.
The Weavers (by Richard Pett) An

19

Hafners Complete Dungeon Index


opportunistic kenku threatens the Styes with a
swarm of dangerous spiders, but his plans go
horribly awry when the keepers of his stolen
spiders come to collect. A D&D adventure for
10th-level
characters.
The Mud Sorcerer's Tomb (by Mike Shel)
Brave the notorious traps and harrowing
monsters of the Mud Sorcerer's Tomb! Fully
updated, this classic Dungeon D&D adventure
is
for
14th-level
characters.
Challenge of Champions VI (by Jonathan
Richards) The annual adventurers' guild
competition returns to the pages of Dungeon.
A D&D adventure for all characer levels.
Plus!
Savage Tide Preview
Website says theres a complete index in here,
however none appears in this issue.
Dungeoncraft: Running a Game is Hard to Do
Part 2: Precision Combat
The Cast: Strictly Legit
The City: 100 Things found in an Inn
The Dungeon: Obstacle Traps
Critical Threat: Downer Tarantula: Misfit
and Miscreant
Maps of Mystery: Ancient Catacombs
Issue #139
Anniversary Issue ~ Larger
There Is No Honor (by James Jacobs)
Dungeon's new 12-part Savage Tide Adventure
Path begins here, as a new band of heroes
confront exotic monsters, undead pirates, and a
sinister guild of thieves on the cusp of
unleashing a murderous coup. A Savage Tide
Adventure Path scenario for 1st-level
characters.
Sasserine (by James Jacobs) Discover the
streets and canals of the city of Sasserine in
this backdrop article. Includes a four-panel
poster map of the city of Sasserine.
Requiem of the Shadow Serpent (by Anson
Caralya) Explore a warren of snake-haunted
caverns where magic itself has lost its way and
the faithful of Shar lurk in every corner. A
Forgotten Realms adventure for 9th-level
characters.
Maure Castle: The Greater Halls (by Robert
J. Kuntz) What deadly menaces and fantastic
treasures await within the Greater Halls of
Maure Castle? A D&D adventure for 17thlevel characters.
Poster Map: Sasserne
The Cast: Healing for Hire
The City: Merchant Madness II
Maps of Mystery: Darkmaidens Dance
Merchant Caravel
Issue #140
The Bullywug Gambit (by Nicolas Logue)
"And the river shall bring forth frogs
abundantly, which shall go up and come into
thine house, and into thy bedchamber, and
upon thy bed, and into the house of thy
servants, and upon thy people, and into thine

ovens, and into thy kneadingtroughs. And the


frogs shall come up both on thee, and upon thy
people, and upon all thy servants."
Exodus 8:3-4. A Savage Tide Adventure Path
scenario for 3rd-level characters.
The Fall of Graymalkin Academy (by Mark
A. Hart) Prestigious Graymalkin Academy,
where the rich and fortunate go to learn the
ways of magic, has fallen to the enemy! Can
your PCs defeat its monstrous invaders? A
D&D adventure for 9th-level characters.
Heart of Hellfire Mountain (by "Weird"
Dave Olson) It's one thing when fire giants
cause problems for civilization, but it's another
when the fire giants themselves have a
problem that only adventurers can solve! A
D&D adventure for 20th-level characters.
Dungeoncraft: Running a game is hard to do
part 3: Keeping track of everything
The City: Ordeals of Mettle
The Dungeon: 100 Wizardly Knick-Knacks
Map of Mystery: Hall of the [C]elestial Eye:
An arcane secret society
Issue #141
The Sea Wyvern's Wake (Richard Pett) It's
time to bid farewell to the city of Sasserine as
the PCs board the Sea Wyvern for a 3,000-mile
voyage south into the uncharted waters of the
Vohoun Ocean. Their destination: the Isle of
Dread. A Savage Tide Adventure Path scenario
for
5th-level
characters.
Swords of Dragonslake (Nicolas Logue)
Scandal has struck the theater circuit of the
city of Talantier! Ancient betrayal, murderous
plots, and a plethora of suspects plague the
PCs as they race to unravel the mystery before
its bloody conclusion plays out on the stage. A
D&D adventure for 12th-level characters.
Vlindarian's Vault (Johnathan M. Richards) A
missing dragon leads the PCs to a treasure
vault hidden deep in the Elemental Plane of
Fire, a vault operated by an insane beholder
and its fanatical cultists. A D&D adventure for
18th-level characters.
Poster Map: The Sea Wyvern ~ Ship
Dungeoncraft: Its just you and them (and the
rules)
The Cast: Slum Dwellers
Wandering Monster: Living Shipwreck
Maps of Mystery: The Drakebourne Sanctum
Issue #142
Here There Be Monsters (Jason Bulmahn)
Shipwrecked on the Isle of Dread! Faced with
a dangerous journey, the PCs must escort a
ragged band of castaways through monsterinfested wildlands in order to reach the safety
promised by the colony of Farshore on the
isle's southern tip. A Savage Tide Adventure
Path scenario for 7th-level characters.
Masque of Dreams (B. Matthew Conklin III)
A masquerade ball at a remote desert oasis
turns tragic when the party is crashed by
goblin minions of a priestess of Zargon. Can

the PCs rescue the abducted guests before they


become the latest victims of the Lost City of
the Valley of Death? A D&D adventure for 1stlevel characters.
Bright Mountain King (Caine Chandler) A
nefarious druid plans to ruin a dwarven
nation's economy, but first he needs a
legendary weapon in an ancient dwarven tomb.
When the PCs infiltrate the tomb to recover
the artifact, are they playing into their enemy's
hands? A D&D adventure for 16th-level
characters.
The City: Crime Scenes
The Dungeon: 100 Even Less Useful Items
The Journey: Holy Sites
Wandering Monster: Verdigris Wyrm CR10
Map of Mystery: Woodland Shrine
Issue #143
Tides of Dread (Stephen S. Greer and Gary
Holian) The destruction of a pirate ship signals
the beginning of a Crimson Fleet invasion. The
PCs must race against time to prepare for the
onslaught before an old enemy can release
another savage tide. A Savage Tide Adventure
Path scenario for 9th-level characters.
Riding the Rail (Christopher Wissel)
Lightning rail rides in Breland are never as
relaxing as they should be, especially when the
coach is being used to transport a monolith
hauled from the mysterious depths of Xen'drik.
An Eberron adventure for 5th-level characters.
Mask of Diamond Tears (Nicolas Logue)
When the PCs are called upon to investigate
the theft of a strange artifact called the mask of
diamond tears, they face a deadly adversary
indeedthemselves! A D&D adventure for
13th-level characters.
Backdrop: Farshore (Stephen S. Greer and
Gary Holian) The burgeoning colony of
Farshore needs the PCs' help if it's going to
survive the perils of the Isle of Dread.
Dungeoncraft: The Perfect Chase
The Dungeon: Open Sesame
Wandering Monster: Slithering Tracker CR4
Map of Mystery: Ancient Fortress
Issue #144
The Lightless Depths (by F. Wesley
Schneider and James Lafond Sutter) Ages ago,
before the first savage tide struck the Isle of
Dread, the ancient Olmans waged war against
the aboleth city of Golismorga. When the PCs
journey deep under the isle to find the source
of the shadow pearls, they discover horrors
almost beyond imagining in a haunted
underground city perched on sanity's razored
edge. A Savage Tide Adventure Path scenario
for 11th-level characters.
The Muster of Morach Tor (by Russel
Brown) Deep in the Evermoors a plan to
conquer the town of Nesm is forming, and the
only person who can warn the town is about to
be sacrificed to a slimy god. Can the PCs
rescue the missing officer in time to save

20

Hafners Complete Dungeon Index


Nesm? A Forgotten Realms adventure for 4thlevel characters.
Diplomacy (by Christopher Wissel) Matched
against some of the most powerful, cunning,
and ruthless races from across the planes in a
battle of wits, it's the PCs' task to ensure that
the wealth of ages does not fall into the wrong
hands. But beware, for cunning wordplay is
not the only way to win a debate. A D&D
adventure for 18th-level characters.
Dungeoncraft: Spotlight: focusing on the
players
The Dungeon: Unusual Burials
Critical Threat: Bargle the Infamous
MoM: Forgotten Tombs
Issue #145
City of Broken Idols Tito Leati. The central
mesa of the Isle of Dread is taboo to the locals,
a place shrouded in mystery and cloaked in
rumor. The time has come to confront the evil
that dwells atop the islands savage crown. A
Savage Tide Adventure Path scenario for 13thlevel characters.
The Distraction Tim Hitchcock. A bad of
settlers awaits certain death upon the vicious
blades of massing gnoll hordes. Can the PCs
distract the ravenous army of savage
humanoids long enough for reinforcements to
arrive? A D&D adventure for 3rd-level
characters.
Vile Addiction Tom Ganz, Stefan Happ,
Stephen S. Greer, B. Matthew Conklin III, and
Ashavan Doyon. A horrific drug has seized
the population of the strange city of Exag, yet
confronting its source only reveals the true
extent of a dire new threat. Part one of the
Seeds of Sehan campaign arc, this is a D&D
adventure for 8th-level characters.
Backdrop: Exag Stefan Happ, Stephen S.
Greer, B. Matthew Conklin III, Tom Ganz, and
Ashavan Doyon. Explore the ancient streets of
Exag, a secluded city whose secrets and
mysteries are among the oldest in history.
Dungeoncraft: Experience and Levelling Up
The City: I stole what?
The Journey: Twenty-two Nightmares
MoM: Deep Grotto
Issue #146
Serpents of Scuttlecove Richard Pett. The
Sea Wyvern sets sail for a city whose streets
are more savage than the darkest jungle of the
Isle of Dread. Scuttlecove awaits! A Savage
Tide Adventure Path scenario for 15th-level
characters.
Escape from Meenlock Prison by Tim and
Eileen Connors. What was supposed to be a
simple prisoner transfer grows complicated
when the PCs arrive at a prison thats recently
come under new management. A D&D
adventure for 1st-level characters.
Spawn of Sehan. Tom Ganz, Stefan Happ,
Stephen S. Greer, B. Matthew Conklin III, and
Ashavan Doyon. Within an ancient necropolis

a pool of alien slime grasps the minds and


bodies of the people of Exag with wispy
tendrils of madness. Those transformed by its
power invariably seek the crypt, but what fell
power draws them there? Part two of the Seeds
of Sehan campaign arc, this is a D&D
adventure for 9th-level characters.
Backdrop: Scuttlecove
James Jacobs
Home to murderous pirates, decadent
druglords, merciless slavers, cannibalistic
monks, and worse, the vile streets of
Scuttlecove wait to claim their newest victims.
Postermap of Scuttlecove
Dngeoncraft: The perfect Pantheon: Brewing
up the right gods.
The Cast: Bandito Gangs
The Journey: Volcano!
MoM: Drow Outpost
Issue #147
Into the Maw. Robert J. Schwalb
In order to rescue a friend, the PCs must sail
into the Abyss and infiltrate a prison built by
the Prince of Demons. A Savage Tide
Adventure Path scenario for 17th-level
characters.
The Aundairian Job Craig Shackleton
A powerful artifact lies deep in the vaults of a
House Kundarak bank. Can the PCs steal it
without getting captured in the process? An
Eberron adventure for 5th-level characters.
Dread Pagoda of the Inscrutable Ones
Tom Ganz, Stefan Happ, Stephen S. Greer, B.
Matthew Conklin III, and Ashavan Doyon
Atop a distant mountain peak, a monstrous
entity plots dark deeds. The final chapter of the
Seeds of Sehan campaign arc, this is a D&D
adventure for 10th-level characters.
Dungeoncraft: Planar Adventures
The City: 100 Shops and Taverns
Critical Threat: Demodragon
MoM: Kharadad, Dwarven Cliff City
Issue #148
The Automatic Hound James Lafond Sutter.
Deep in the forest, two hunters stumble across
the site of a strange and ancient ritual, and one
pays the ultimate price. Now a murderous
beast stalks the streets of a quiet farm town.
Can the PCs unravel the secret of Dramsburgs
dark past and defeat a monster that cannot be
killed? A D&D adventure for 3rd-level
characters.
In the Shadows of Spinecastle Stephen S.
Greer and Gary Holian. The PCs must
infiltrate a city ruled by monsters to search for
the spymaster that holds the key to saving a
besiged nation. A Greyhawk adventure for 9thlevel characters.
Wells of Darkness Eric Boyd. The Prince of
Demons hides a secret, one that could well be
the key to stopping the savage tide. Yet the
only one who knows this secret is imprisoned
on one of the most notorious realms in the

Abyss. Will the price for rescuing her be too


high? A Savage Tide Adventure Path scenario
for 18th-level characters.
Dungeoncraft: Temptations and Dilemmas
Campaign Workbook - The Journey: Listening
Posts
Campaign Workbook - Wandering Monster:
Webbird
Map of Mystery: Traevantahl, Elven Forest
Sanctuary
Issue #149
War of the Wielded by Michael Kortes.
Centuries ago, two rival thieves' guilds crafted
a number of intelligent weapons to aid them in
their conflicts. Although the guilds are now
long dead, their weapons remain, and have
begun to recruit new soldiers from the people
of Sasserine. Can your PCs put an end to this
deathless war? A D&D adventure for 5th-level
characters.
Twisted Night by Stefan Happ. The coastal
village of Caer Garrion has mysteriously
depopulated, and the only survivior, a lone
prisoner in the local jail, has gone mad. What
does this village's sinister fate portend for the
Moonshae Isles? A Forgotten Realms
adventure for 8th-level characters.
Enemies of my Enemy by Wolfgang Baur
The time has come to draw your plans against
the Prince of Demons! Travel to Hades,
Arborea, and the depths of the Abyss to recruit
allies from the eladrin court and the Abyssal
realms of Shendilavri and Thanatos, and
garner the support of Iggwilv, the Witch Queen
herself! Yet will this unlikely alliance of
demons and eladrin be enough to stop the
savage tide? A Savage Tide Adventure Path
scenario for 19th-level characters.
Dungeoncraft: Handling Epic Good Guys
The City: Cons and Swindles
Wandering Monster: Black Willow CR 10
Issue #150
Kill Bargle by Jason Bulmahn.
The
renegade magic-user Bargle is wanted, dead
or alive. Rumor holds that he dwells in the
bowels of a nearby abandoned keep,
performing all sorts of foul sorcery. Only
the truly brave, or perilously foolish, would
dare to challenge Bargle in his own domain.
A D&D adventure for 3rd-level characters.
Quoth the Raven Nicolas Logue. Terror
grips the city of Sharn. A serial killer stalks
the streets and catalogues his slaughter in
the annals of the citys newspaper, to the
delight and horror of its readers. To catch
this elusive criminal, the PCs must match
wits with an old adversary. Even beaten,
scarred, and imprisoned, Viktor SaintDemain is determined to have the final
word. This sequel to issue #133s Chimes at
Midnight is an Eberron adventure for 8thlevel characters.

21

Hafners Complete Dungeon Index


Prince of Demons Greg Vaughn. The time
has come to challenge the Prince of
Demons! An army of demons and eladrins
stands ready to mount an assault on his
Abyssal realm of Gaping Maw, which
should give your players the distraction they
need to prevent Demogorgon from
activating the savage tide and driving a
world insane. A Savage Tide Adventure
Path scenario for 20th-level characters.
Index A complete index of every adventure
or Campaign Workbook ever run in
Dungeon, plus sidebars on the 10 greatest
Dungeon locations and villains.
Map of Myster POSTER: Lands of Mysterycontinent with locations of all the maps of
mystery (and issue numbers)
Dungeoncraft: Designing Mysteries the Last
The City: Barfight CR2
The Dungeon: The Godtrap (Zagig)
Critical Threat: Fiend-Sage of Rel Astra
CR20
Wandering Monster: Dergholoth CR 7
MoM: Dungeon Delve Part Three Map

other still breathed. In the epic battle that


ensued, the Hornlord fell, but in the process,
his life force was inextricably bound to that of
Gilead. The surviving wizard thus entombed
Moagim with an imprisonment spell, hoping to
solve this riddle in time. But as the years crept
by, Gilead forgot his promise, and now the
Hornlord threatens to return and sweep Adrigal
into war once more. Enter the PCs, who must
find the clone Moagim stowed away so long
ago and destroy it quickly, before the evil
wizard can rise again.
The Last Breaths of Ashenport by Ari
Marmell. On an unremarkable coast sits the
quiet fishing village of Ashenport. The locals
are friendly and the inn warm. But while
seeking shelter in Ashenport during a fierce
storm, the PCs and other travelers through
town find that not everything is as it seems. A
dark, terrible secret lurks beneath the
seemingly placid town, and only the PCs can
stand against the horror it represents.

..
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

22

Hafners Complete Dungeon Index


DRAGON MAGAZINE
AD&D/D&D SCENARIOS:
The Predecessors to Dungeon Adventures Magazine
Dragon Index CD-ROM was used for creation of this list. It
contains all the text to these adventures. You can also
search them at:
http://home.earthlink.net/~dmindex/fstopic.html
Adventures for Top Secret, Gamma World, Boot Hill,
Traveler, Star Frontiers, and Marvel Superheroes are not
included on this sub-list for Dragon.

Forest of Doom ~ 73 (AD&D;4-7;S.Butler) Prize-winning


AD&D adventure. An adventure for AD&D _players" First
place, module design contest category A-2.
Garden of Nefaron ~ 53 (AD&D;7-10;Howard de Mied)
Winner of the AD&D division in International Dungeon
Design Contest II. (other place winners: The Wandering
Trees; Quest of the Midas Orb; Obeatus Vigilard; Catskull)
Gypsy Train ~ 93 (AD&D; any; Richard Fichera)
Wanderers-and their wagons-for use in AD&D adventure
settings.

-Aesirhamar ~ 90 (AD&D; 9+; R.Moore) An AD&D game


adventure, for better or for Norse.

House in the Frozen Lands ~ 110 (AD&D; 4-8; J.Adams)


An AD&D game adventure for investigative characters.

Assassin's Run ~ 64 (FR AD&D; any; Ed Greenwood) You


haven't lived until you've done Assassin's Run**

Hail of Mystery ~ 21 (D&D; any; Don Turnbull) A do-ityourself D&D module. Short.

Barnacus: City in Peril ~ 80 (AD&D; 1-5; Francois Nantel)


First place, Module Design Contest Category A-8. Intrigue
for AD&D characters. **

Halls of Beoll-Dur ~ 41 (D&D;D.Luther, J.Naatz,


D.Niessen, M.Schultz) An AD&D module.

Below the Tomb of Horrors ~249 (AD&D; 9+)


Betrayed ~ 105 (AD&D; 3-5; J.Bengtson) A new challenge
for AD&D game characters. "Intrigue and adventure for 4-8
player characters"
Can Seapoint be saved? ~ 75 (AD&D; any; Bob
Waldbauer) Another winning AD&D adventure. First place
entry Category A-7 Module Design Contest. **
Cavern Quest ~ 54 (AD&D; 4th ;Bill Fawcett) Special
competition module for AD&D adventuring. "Will you
accept this challenge, or...?"
Chagmat ~ 63 (AD&D; 1-4; L.DiTillio) An AD&D
adventure.
Chapel of Silence ~ 50 (D&D; 2-3 ; Mollie Plants) THe best
Basic D&D module from International Dungeon Design.
Contest II**
The Chasm Bridge ~ 131 (2eAD&D;4-6; Desmond Varady)
The toll may be higher than you can afford. "A special
underworld encounter from DUNGEON Adventures!
Citadel by the Sea ~ 78 (AD&D; 1-3;Sid Fisher ) Contest
winning AD&D module. First place module design contest
category A-1. **
City beyond the Gate ~ 100 (AD&D; 9+;Robert Schroeck)
The longest, and perhaps strongest, AD&D adventure we've
ever done.
Creature of Rhyl ~ 55 (D&D; 1-3; Kevin Knuth) 2nd place
winner basic D&D division IDOCII
D&D Fast Play game ~251 (Staff, 1st) A fast-play set of
rules and a short scenario.
Dancing Hut ~ 83 (AD&D; 9+ ;R.Moore) A no-holdsbarred challenge for high-level AD&D characters.
Death of an Archmage ~ 111 (AD&D; 9+; M.Selniker) A
murder-mystery module for the AD&D game.
Doomkeep ~ 34 (AD&D; none listed;no author credited)
The Masters' Tournament Module. The Second Official
AD&D Masters Tournament. Voted the most-annoying and
clich scenario of all-time.

Into the Forgotten Realms ~ 95 (AD&D; any; Ed


Greenwood) A tournament adventure for AD&D game
characters. (Players introduction was voted the longest
boxed text in the world)
The Last Call Inn ~ 160 (2eAD&D; Any; W.Walsh) The
first stop in all urban adventures.
Mansion of the Mad Professor Ludlow ~ 42 (AD&D; any;
Jim Ward) A spooky AD&D adventure. (The adventure
formatting techniews here include interesting categories
such as "On Closer Inspection" and "Notes for the Referee")
Mechica ~ 70 (AD&D; 4-7; unlisted) An Aztec AD&D
adventure. *
Pit of the Oracle ~ 37 (AD&D; any; Stephen Sullivan).
(Great artwork from Erl Otus)
Quest for the Midas Orb ~ 61 (AD&D; any; Jennie Good)
Prize-winning AD&D adventure.
Razznarock ~ 156 (AD&D/D&D; Any; J. Maxstadt) Prose
by any other name would stink just as bad. (0) This is a
parody of the 'lead-you-by-the-nose-scenario' that is simply
one long, humorous read-aloud text.
Ruins of Andril ~ 81 (AD&D; 8-11; Ian Melluish) AD&D
adventure for high-level heroes. "First place, Module Design
Contest Category A-3"; ** (great artwork; dungeon crawl)
Sword of Justice ~ 92 (D&D; 1-2 ;Jon Mattson) An
adventure for D&D game characters. "Adventurers seek an
elusive elf who holds the Sword of Justice."
Temple of Poseidon ~ 46 (AD&D; 'strong and experienced;
unlisted) Another AD&D adventure.
Two-fold Talisman, Adventure One: Heart of Light ~ 84
(AD&D; 5-7, characters provided; R.Moore, P.Tatercyznski,
D.Niles, Georgia Moore) An AD&D tournament module in
two installments.
Two-fold Talisman, Adventure Two: The Ebon Stone ~ 85
(AD&D; 5-7, characters provided;R.Moore, P.Tatercyznski,
D.Niles, Georgia Moore) An AD&D tournament module,
second of two installments.
Valley of the Earth Mother ~ 102 (AD&D;4-6; Lise
Breakey) A Celtic AD&D adventure.

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.

Fell Pass ~ 32 (D&D; any; Karl Merris and 'Friend') The


winning IDDC entry

Whistling Skeleton ~ 200 (AD&D;

Fedifensor ~ 67 (AD&D;7+;Allen Rogers) A scenario for


AD&D adventuring on the Astral Plane.

Wyrmsmere (2eD&D; 4-7; C.Perkins) Three stolen potions


of dragon control and a renegade band of adventurers. Here
there be dragons. * (generic dungeon crawl)
Dragon Annual #2 (1997)
Dragonwyr (2eD&D; 7-10; C.Perkins) The wicked Toxin is
at it again in this sequel to last years Wyrmsmere.
Wyrmspotting. **
Dragon Annual #3 (1998)
Handle with Care (2ED&D;1st; R.Poirier) Its a simple
mission. What could go wrong? This could be your big
break. *
Dragon Annual #4 (1999)
The Kindness of Strangers (DARK MATTER; beginning
levels; C.Perkins) When a mission goes awry, the agents of
the Hofmann Institute must rely on the help of some good
old boys. Deliverance from evil. *
Dragon Annual #5 (2000)
Gorgoldands Gauntlet (3ED&D; 1-4; Jonathan Richards).
Adventurers welcome! (Download available online) * *
Dragon Annual #6 (2001)
(none)
Adventures from Polyhedron magazine are also not
included, however someone is welcome to send me the
formatted listings.
(http://www.acaeum.com/DDIndexes/Periodicals/Polyhedro
n.html)
--

S.Trek Dungeon adventures appeared online on tsr.com


(now unavailable):
Dead of Night (AD&D; 5-7) An AD&D adventure.
Astral Blade (AD&D; 9-12) An AD&D Manual of the
Planes adventure.

Other Odds & Ends


Downloadable Adventures:
http://www.wizards.com/default.asp?
x=dnd/downloads
http://www.dndadventure.com/html/adventures
/adv1.html
http://www.opifex.cnchost.com/worlds/fantasy
/dd/ddadv.htm
http://www.enworld.org/modules.php?
op=modload&name=Downloads&file=index
A further search at Google.com will find you a
trove of materials too
Good gaming!
Jay Hafner
/

DUNGEON SUPPLEMENTS TO DRAGON ANNUAL


ISSUES
Dragon Annual #1 (1996) FR poster

23

You might also like