Classic D&D Adventures in Dungeon Magazine

Issue: 1 ( Sept/Oct '86 )
Title: The Elven Home
Author: Anne Gray McCready
Setting: Generic Wilderness
Levels: 1-3
Suggested Party Make-Up: 1-4 PCs
Description: The party discovers the dwelling of an elven family in the wilderness, will they learn the secrets of the mysterious pond the elves watch over? This is a rather short encounter area, not a full fledged adventure, but for a party that is wounded or lost, could make a nice little diversion during a game. If the encounters with the elves go well, they could serve as future allies and a safe haven in the wilds. While not required, an elf PC in the party could make the role playing interaction with the NPCs a lot more interesting.

Issue: 2 ( Nov/Dec '86 )
Title: The Keep At Koralgesh
Authors: Robert B. Giacomozzi & Jonathan H. Simmons
Setting: Generic Dungeon Crawl
Levels: 1-3
Suggested Party Make-Up: 6-8 PCs, with half of the party of level 2 or 3
Description: While resting in town between adventures, the party hears a legend of riches hidden in a nearby ruin from the town's blacksmith. Can they defeat the horrors within the ruins and bring back the blacksmith's heirloom? This is a pretty standard dungeon crawl, with unique, fully detailed monsters and a few unusual encounters, such as combat while partially submerged in a pool. Most groups will probably complete the scenario in 2 to 4 sessions of play. The dungeon's ties to dwarven history could lead to interesting role play opportunities for a dwarf PC, if the party has one. Should the party complete the quest and return the blacksmith his heirloom, they will have earned a valuable ally in whatever town you place him.

Issue: 5 ( May/June '87 )
Title: The Trouble With Mylvin Wimbly
Author: Andrew McCray
Setting: Generic Wilderness
Levels: 1-3
Suggested Party Make-Up: 6-10 PCs, with at least one halfling (for interaction with NPC halfings, not strictly required)
Description: A well meaning halfling is driven to petty theft to sruvive after betraying his former employer. Will the party help him defeat the angry magic-user and reclaim his life? This is a somewhat short wilderness encounter that leads to a brief dungeon crawl if the party decides to help defeat Lazambar, the chaotic magic-user looking for Mylvin. The party should easily complete the adventure in one session, but if they find Lazambar's treasure map, it can be used as a lead in to the next chapter of the campaign, and of course, if Lazambar is defeated but not killed, he will surely nurse a grudge and turn up again at some point to harass the party. Mylvin himself might make a loyal addition to the party if he survives and the party forgives his theft that leads into the adventure.

Issue: 6 ( July/Aug '87 )
Title: Tortles Of The Purple Sage, Part 1
Authors: Merle Rasmussen & Jackie Rasmussen
Setting: Known World Wilderness (Savage Coast)
Levels: 4-10
Suggested Party Make-Up: 2-8 PCs, with at least one cleric of level 6 or higher (for healing on extended forays away from settlements), and at least a moderate outfitting of magical items
Note: Though it is not required for play, the scenario is a follow up to the events in module X9: Savage Coast
Description: The river known as the Great Northway is thought to be the key to trade in the Savage Coast region of the Known World. The PCs accompany a trade caravan as it treks along in search of the river's mouth (on foot or boat, their choice), discovering many of the unique folk and monsters of the area. As mentioned above, the adventure can easily serve as a sequel to the Savage Coast adventure module, or stand alone.

Issue: 7 ( Sept/Oct '87 )
Title: Tortles Of The Purple Sage, Part 2
Authors: Merle Rasmussen & Jackie Rasmussen
Setting: Known World Wilderness (Savage Coast)
Levels: 4-10
Suggested Party Make-Up: 2-8 PCs, with at least one cleric of level 6 or higher (for healing on extended forays away from settlements), and at least a moderate outfitting of magical items
Note: See TotPS1, in issue 6
Description: This adventure continues and expands the first installment, fleshing out the trading post town that serves as a base of operations in the Savage coast to use for urban encounters, and detailing a couple short dungeon crawls along the caravan route. These two adventures, combined with the Savage Coast adventure module, as well as the Savage Coast freebie download materials at wizards.com , can provide a complete campaign setting and multiple plots. The mix of wilderness, urban and dungeon adventuring creates an interesting environment for expert and companion level parties.

Issue: 9 ( Jan/Feb '88 )
Title: The Djinni's Ring
Author: Vince Garcia
Setting: Known World Arabian Fantasy Urban (Ylaruam)
Levels: 3
Suggested Party Make-Up: Pregen 3rd level Elf included
Note: This is a 'choose your own adventure' style solo adventure, specially crafted for the pregen character. With a bit of work, the scenario could be expanded to suit an entire low level party.
Description: Moonstone, an Elf from the Canolbarth Forest, finds himself in the Emirates or Ylaruam, where he is enlisted by a Djinni to recover the magical rings that can free the creature from the dark curse keeping him imprisoned.

Issue: 9 ( Jan/Feb '88 )
Title: The Ghostship Gambit
Author: Randy Maxwell
Setting: Generic Waterborne, with Known World and module X6: Quagmire! adaptation notes
Levels: 3-6
Suggested Party Make-Up: 4-6 PCs, with at least one elf (for interaction with elf NPCs/adversaries, a non-elf PC who speaks Elven will suffice)
Description: A busy but remote port town is being harassed by a mysterious "ghost ship" and looking for help. Can the party discover the real culprits and put an end to their attacks?

Issue: 12 ( July/Aug '88 )
Title: At The Spottle Parlor
Author: Rick Swan
Setting: Known World Urban (Glantri City)
Levels: 2-4
Suggested Party Make-Up: 1-3 PCs, with at least one fighter (not strictly required, but helpful in the melee heavy events)
Description: The party is invited to a night a gaaming with a noteworthy wealthy NPC, but things get pretty ugly as the night goes on, eventually erupting into combat.

Issue: 13 ( Sep/Oct '88 )
Title: Of Nests And Nations
Author: Randy Maxwell
Setting: Known World Urban (Specularum)
Levels: 8-12
Suggested Party Make-Up: 3-5 PCs
Description: Riots and murder are rampant in Specularum, and the PCs are needed to track down the group responsible, defeat their leader and put an end to the violence. This is a fairly intricately plotted adventure that takes the PCs all over Specularum and can be fleshed out into a mini-campaign in and of itself.

Issue: 14 ( Nov/Dec '88 )
Title: The Wererats Of Relfren
Authors: Grant Boucher and William Kurt Wenz
Setting: Generic Urban
Levels: 3-6
Suggested Party Make-Up: 4-8 PCs, with at least one thief
Note: DMs running this adventure for a party containing demihumans are advised to consult the rules regarding lycanthropy and demihumans and consider the potential lethality of the scenario
Description: A small mountain town is plagued by a band of wererats led by an evil NPC, and need the party to overcome the threat before the coming of a yearly festival. The scenario itself is fairly straightforward, but the inclusion of a completely fleshed out small town to use as a base for further adventures makes this a valuable adventure.

Issue: 15 ( Jan/Feb '89 )
Title: In Pursuit Of The Slayer
Author: Carl Sargent
Setting: Generic Wilderness Chase
Levels: 6-9
Suggested Party Make-Up: 6-8 PCs, with at least two fighters or dwarves, and access to mounts
Description: The party gets caught up in the wild cross country pursuit of a once noble and just hero who has turned to evil and threatens to raise an undead army to terrorize the land, but there's a twist. Could an evil curse on an item the hero posesses be the cause of his actions? This is a pretty fast paced adventure, with a handful of side encounters along the route of the chase and a grand combat at the end.

Issue: 20 (Nov/Dec '89)
Title: Pride Of The Sky
Randy Maxwell
Setting: Known World wilderness (Broken Lands)
Levels: 8-12
Suggested Party Make-Up: 4-6 PCs, with at least one cleric
Description: Lured by legends and rumors of a crashed flying ship, the party delves into the temple dungeon a band of Manscorpions has converted the wreck into. The adventure utilizes material from the Orcs of Thar Gazetteer (non-human clerics) and could also be used as an introduction to flying ships and other material found in the Top Ballista sourcebook for a DM wanting to bring that material into the campaign.

Issue: 21 (Jan/Feb '90)
Title: The Bane Of Elfswood
Author: Stephen J Smith
Setting: Known World Wilderness (Norwold)
Levels: 15-18
Suggested Party Make-Up: 4-5 PCs, with at least one cleric and one magic-user or elf
Description: While enlisted by an Elven NPC to help avenge the deaths of her family members, the PCs explore part of Norwold's wilderness, battling some powerful undead and uncovering the evil plot of a vengeful druid.

Issue: 22 (Mar/Apr '90)
Title: Rank Amateurs
Author: John J Terra
Setting: Known World Wilderness and urban (Glantri)
Levels: 1-3
Suggested Party Make-Up: 6-8 humanoid PCs designed using Gazetteer 10: Orcs of Thar
Description: As noted above, this is an adventure for monstrous characters using the rules in the Orcs of Thar Gazetteer. While the main plotline concerns a no-win situation mission the PCs are sent on by their chieftain and are expected to realize the futility of at some point, the bulk of the action concerns exploring a ruined fort now controlled by other humanoids.

Issue: 23 (May/Jun '90)
Title: The Vineyard Vales
Author: Randy Maxwell
Setting: Known World Wilderness (Soderfjord)
Levels: 2-4
Suggested Party Make-Up: 4-6 PCs
Description: The PCs are recruited to help rid a small farming community of the locust plagues that are destroying their vineyards. Can the party uncover the schemes of the evil magic user that is responsible and defeat him and his minions to save the crops?

Issue: 24 (Jul/Aug '90)
Title: In The Dread Of Night
Author: Ann Dupuis
Setting: Known World Urban (Karameikos)
Levels: 1-3
Suggested Party Make-Up: 5-8 PCs
Description: A few of the people of Sisak, a town in Karameikos, got tired of their livestock being stolen and set out to investigate, now they're missing too. The adventure is pretty straightforward; find the evil wizards tower and defeat him and his horde of orc lackeys. What makes this adventure really worthwhile is the fact that it contains a completely fleshed out Known World town, Sisak. The town can easily serve as a base of operations for low to mid-level parties.

Issue: 25 (Sep/Oct '90)
Title: Hrothgar's Resting Place
Setting: Known World Wilderness and Dungeon Crawl (Karameikos)
Levels: 4-7
Suggested Party Make-Up: 4-6 PCs, with at least one cleric and one magic-user or elf
Description: The party discovers the journal of the leader of an adventuring band from Soderfjord, in which he relates a madness that overtook one of his companions, Hrothgar. Since the journal includes a map to the cavern complex where Hrothgar met his end, near the town of Kelvin, it's easy for the party to investigate and recover the treasures overlooked when the journal writer's party explored the place a quarter century ago.

Issue: 26 (Nov/Dec '90)
Title: Caravan Guards
Setting: Generic wilderness, with Known World adaptation notes
Levels: 6-8
Suggested Party Make-Up: 6-8 PCs, with at least one magic-user or elf
Description: After being hired to guard a caravan travelling from Darokin city to Selenica (or any two cities you wish, if not using the Known World setting. The inclusion of those two cities is entirely irrelevant to the adventure itself.), the party is in for a big surprise when their employers turn out to be flesh eating monsters!

Issue: 27 (Jan/Feb '91)
Title: Tarfil's Tomb
Setting: Known World Wilderness and dungeon crawl (Karameikos)
Levels: 10-14
Suggested Party Make-Up: 5-7 PCs, with at least one cleric
Description: While visiting Kelvin, the prophetic dreams of a local cleric lead the party to the tomb of an ancient hero, to destroy the corruption the villains are causing. The undead in this adventure are particularly powerful and nasty, so a cleric in the party is very important, if not absolutely required.

Issue: 28 (Mar/Apr '91)
Title: Manden's Meathooks
Setting: Known World Wilderness (Glantri)
Levels: 4-6
Suggested Party Make-Up: 3-6 PCs
Note: This is a Side Treks encounter, not a full fledged adventure. Additionally, although it doesn't affect the encounter at all, the material in the adventure was originally intended for the Hollow World adventure HWA1: Nightwail, but cut from there due to space editing, and adapted for use in Glantri in the magazine.
A band of brigands is using a hurricane lamp to ambush travellers resting at a well used campsite. Can the party survive the lamps magic and defeat the brigands and their leader?

Issue:
28 (Mar/Apr '91)
Title: Night of Fear
Setting: Generic Urban
Levels: 1
Suggested Party Make-Up: 1 PC
Note: This is a 1 player, 1 dm adventure, not a true solo aventure
Description: The PC is spending the night at a roadside inn when the innkeeper is mysteriously murdered. Will he join the other patrons in finding and dealing with the perpetrator? Also included are a bunch of Shady Dragon Inn style NPCs.

Issue: 34 (Mar/Apr '92)
Title: Isle Of The Abby
Setting: Generic wilderness and dungeon crawl
Levels: 1-3
Suggested Party Make-Up: 4-6 PCs, including at least one cleric
Description: The local mariner's guild wants to build a lighthouse on a fairly remote island, problem is, a ruined monastery and haunted graveyard are already there. The party is hired to clean things up so construction of the lighthouse can proceed. As I said, there's a haunted graveyard and lots of undead encounters, clerics will come in very handy.

Issue: 39 (Jan/Feb '93 - my copy is mistakenly labelled 1992)
Title: The Fountain Of Health
Setting: Known World outdoor ruin (Glantri)
Levels: 1
Suggested Party Make-Up: 4-6 PCs, with at least one thief and one fighter
Description: Years ago, when the Princes of Glantri expelled all clerics from their lands, they ordered the keepers of this monastery and its healing well to provide support (healing) to their armies. The keepers refused, and the army and its magical servants sacked the place, leaving it in ruin. Now it's up to the party to clear the ruin of the remaining magical guardians and discover the healing secrets within.

Issue: 41 (May/Jun '93)
Title: A Way With Words
Setting: Thunder Rift Urban
Levels: 1-3
Suggested Party Make-Up: 3-6 PCs
Description: A gnomish archaeologist with a penchant for poetry has had one of his prized books stolen. He thinks he knows who the culprit is, and hires the party to retrieve his book. The thing is, someone stole it from the thief as well, leading the party to solve the mystery by tracking a dimwitted band of kobolds who think the book is a spellbook and are attempting to unlock its magic. A great tension breaker type adventure for a serious campaign.

Issue: 42 (Jul/Aug '93)
Title: Ransom
Setting: Known World wilderness (Karameikos)
Levels: 3-5
Suggested Party Make-Up: 4-7 PCs
Description: The son of a noble landowner near Threshold has been kidnapped. Deciding to pay the ransom rather than risk his son's life, the noble hires the party to make the payment exchange. Or so he says... Turns out he's loaded the chest the party is given to pay the bandits with fake coins, hoping the ensuing fight (when the kidnappers assume the party has tried to dupe them) will dispatch the kidnappers and free his son.

Issue:
44 (Nov/Dec '93)
Title: The Hand Of Al-Djamal
Setting: Known World Urban (Glantri)
Levels: 9-12
Suggested Party Make-Up: 4-6 PCs, including at least one magic-user or elf, and one cleric
Description: A museum curator in Glantri city has a problem, mummies he acquired to display wont stay dead. He hires the party to deal with the undead, preferably without destroying the bodies. Will the PCs fulfill his request and find the vengeful creature that keeps animating the corpses? Obviously, a cleric or two would come in handy. The goblins in the adventure are well detailed with fleshed out personalities, and any PCs who speak the goblin language can make the adventure a lot more interesting.

Issue: 46 (Mar/Apr '94)
Title: Dovedale
Setting: Generic wilderness and dungeon crawl
Levels: 1-3
Suggested Party Make-Up: 2-3 PCs, with at least one thief or halfling
Description: The small town of Dovedale has two pretty interesting features. First is a river that's said to be home to a talking fish. Second is the nearby band of goblins, whose chief is an avid fisherman hellbent on hooking the talking fish. The rest of the goblins are causing trouble for the town and the party is hired to find their lair and flush them out.

Issue: 48 (Jul/Aug '94)
Title: Them Apples
Setting: Generic wilderness, with Known World adaptation notes
Levels: 1-3
Suggested Party Make-Up: 4-8 PCs
Description: Wistil is a small village of halflings and their renowned apple orchards. While the hin here are friendly, their success in the regions farmers markets has made them a few enemies. When a rival makes a pact with a mischevious wood drake to cause a blight on Wistil's orchards, the party is hired to help find the source of the mysterious blight. Solving the puzzle gets a lot more complicated, of course, and sends the party on a wild romp involving hill giants, wood drakes, and pesky druids.

Issue: 50 (Nov/Dec '94)
Title: The Object Of Desire
Setting: Generic Arabian fantasy waterborne and dungeon crawl
Levels: 5-8
Suggested Party Make-Up: 4-6 PCs, with at least one cleric
Description: A wealthy caliph hires the party to escort his niece and her dowry on a sea voyage to her wedding. While distracted by an annoying servant of the caliph who's also along for the trip, the Princess is kidnapped and taken to an island cave complex, where the party must find and rescue her.

Issue: 51 (Jan/Feb '95)
Title: The Witch Of Windcrag
Setting: Generic dungeon crawl
Levels: 2-3
Suggested Party Make-Up: 4-6 PCs
Note: This is a Side Treks encounter, not a full fledged adventure
Description: While visiting home, the PCs are reminded of the tale of the witch of windcrag, a local bogeyman type figure who starred in many of the bedtime stories and wives tales of their youth. Well, turns out the witch is real, she's actually a harpy, and the party can finally end her reign of terror by exploring her cavern lair and defeating her.

Issue:
53 (May/Jun '95)
Title: Elexa's Endeavor
Setting: Generic dungeon crawl, with Known World adaptation notes
Levels: 4-7
Suggested Party Make-Up: 4-6 PCs, with at least one thief and one magic-user or elf
Description: While resting in a small rural town, the party is contacted by a local cleric, newly back from a religious crusade, who needs help clearing some brigands out of her families nearby castle. After a short but harrowing trip through the local woods, the party is in for a pretty straightforward dungeoncrawl, concluding with an epic battle with a band of brigands.

Issue: 54 (Jul/Aug '95)
Title: Redcap's Rampage
Setting: Generic urban and dungeon crawl
Levels: 1-3
Suggested Party Make-Up: 2-5 PCs, with at least one cleric and one magic-user or elf
Description: After hearing rumors of a coming goblin invasion, the locals decided to renovate their town's keep. Accidents and mysterious incidents began to thwart their efforts, the PCs get to investigate. The angry Redcap (a malicious fey being related to the Brownie) is only the beginning of their troubles, as a band of wererats awaits.