TEXT: DUNGEON Magazine
  INDEX
  Compiled by Jay A. Hafner, DC (jayhafner@lycos.com)
  Revised:  1-30-2004
  This list was compiled to help DMs sort through issues
  more rapidly and have more time to do what we really
  want-play the game.
  Some information was gathered from online  sources,
  including  Solomon’s  Dungeon  Index  and  then
  completely re-updated.   Thanks to Todd Landrum for
  contributing.   My apologies  to  the  authors,  I  will  be
  adding your names later.  Comments and corrections
  are welcome!
  DUNGEON is published by Paizo:
  http://www.paizopublishing.com/
  Searchable “The Wyrm’s Hoard”:
  http://www.paladinpgm.com/wyrm/
  This edition revised for publication on Dragonsfoot by
  Mike Stewart, by permission of the author.  Layout by
  Chris Gonnerman, February 2005.
  http://www.dragonsfoot.org/
  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
  What is a Blurb?
  Blurbs originally started out as an enticement in the
  index that players reading Dungeon could use if they
  wanted to suggest a particular adventure to their DM.
  Anybody see a problem with this concept?  There was
  also oftentimes a different 2
  nd players blurb on the front
  cover and a 3
  rd blurb on the first page of the adventure
  under the title. Dungeon staff eventually realized that
  players don’t read any of them and they were a lot of
  extra work for nothing.  They have since evolved the
  blurb into a much more useful DM’s enticement and
  abstract instead and have stopped gearing them
  towards the players.
  Format Key to Listings:
  Issue Number (Inserts (maps, CD’s etc.) are noted next
  to the issue number).
  [Name] ([world if  specific]; [levels/adaptable]; author
  (s);  pages)  [Blurb/DM’s  enticement  from  front  cover
  and the Table of Contents]; [Quality rating in 1-4 stars];
  Err#[Errata or updates in issue #]
  BXD&D = Basic/Expert D&D game.
  Quality Rating Scale
  These ratings are suggested by DM’s 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.
  Criteria of Quality
  Writing (originality, quality, utility, plot)
  Content (maps, future use, NPC’s, monsters)
  Challenge (appropriateness & depth)
  Fun (how much embellishment did the DM have to do
  for his players to make it good?)
  Quality Ratings
  * = Average (descriptor if worse)
  ** = Good
  *** = Great (descriptor necessary)
  **** = Best scenario this year (descriptor necessary)
  Multiple listings will be evident as different DM’s send
  in their ratings.
  Adventures, Editions, & Conversions
  Only a bonehead from Onnwal couldn’t convert any of
  the BXD&D, 1E, 2E, or 3E adventures to the system of
  your choice.  However, when difficulty arises... just wing
  it!  The core of an adventure doesn’t lie in the rules.  It
  lies in the story.
  
  The Index
  1st Edition Adventures
  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 crown-and you’ve 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?; **
  Grakhirt’s 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 over-but there’s one battle left.; **; Err
  #2
  The Elven Home (BXD&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.  You’re next. A lost prince,
  a  siler  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
  disrtributed)
  The Titan’s Dream (5-9; W. Todorsky; 11p) A casual visit to
  a living, nightmare theater; **
  In the Dwarven King’s 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 (BXD&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
  Keep’s halls.; **
  Issue #3
  Falcon’s 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
  one’s 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  Grog’s (1
  st;  Grant  &  David  Boucher;  23p)
  Havoc among the half-ogres.  Can’t 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 aren’t 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; 2-5; J.Batista;
  5p)  An Oriental  Adventures  encounter.   An unusual
  visitor who likes villagers-medium rare.
  The Trouble with Mylvin Wimbly (BXD&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.;**
  Hirward’s Task (4-7; R. Stump; 9p) A wizard in need…
  Hirward the Wizard has a little problem on his hands-
  and it’s 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 boay.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.”;**
  Bristanam’s 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 (BXD&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 (BXD&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?  All’s 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 rih up, ladies
  and gentlemen.
  Issue #8
  Mountain  Sanctuary  (1-3;  J.Nephew;  6p)   Obnoxious
  little problems can easily become obnoxious big ones.;*
  For  A  Lady’s  Honor (4-7;  E.Hammons;  8p)  When  the
  going get’s tough, the thieves get going.;**
  In Defense of the Law (7-10; Carl Sargent; 18p) If Chaos
  wins, everyone loses.  They sure don’t 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
  knowledg can be as dangerous as any other.
  The  Crypt  of  Istaris (3-5;  R.  Fichera;  14p)  Dungeon
  exploration can be a blast.  It’s all over (and literally so)
  after midnight
  The Djinni’s Ring (BXD&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 H’san (ORIENTAL; 2-4; R.Swan;
  11p)  What angers the spirits?  You don’t have long to
  find out.
  The Ghostship Gambit (BXD&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)  It’s
  strange that a shrine to a vanished god should still be
  taking sacrifices.; **; Err#11
  The  Artisan’s  Tomb (ORIENTAL; 3-5;  M.  Maaske;  3  p)
  Sometimes  even  the  dead  need  help.   Everything
  would be fine if the person you’re trying to help wasn’t
  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  it’s  theft  so
  deadly?
  The Black Heart of Ulom (5-8)  An evil forest with a mind
  of it’s own.  The druids gave the forest a mind of it’s
  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; liing 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 (12
  th-solo)  An Arch-Mage
  teleported you out of bed this morning and gave you a
  mission.  Let’s hope you survive it.
  At the Spottle Parlor (BXD&D; 1-3)  Roll the dice, but
  beware the toad!  A friendly little gambling game-with
  the most bizarre palyers and rules!
  Intrigue in the Depths (4-7)  Stop the war beneath the
  waves.  The seas will boil with war, and you’re going to
  be right in the middle of it.
  Huddle  Farm (1-4)  Who’s harassing the halflings?  A
  barn is burned, a field is trampled, and halfling tempers
  flare.  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  once…Going  Twice (any)   An  Arch-Mage  is
  retiring  and  selling  his  possessions-and  you’re  at  the
  auction!;**
  The Moor-Tomb Map (2-4) But where’s the dungeon?
  It’s a battered map from a half-forgotten 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 it’s your turn
  to try to get in.; **
  Of Nests and Nations  (BXD&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 Baron’s Island (4-6) You’e just crashed
  the strangest party.  None of the guests are quite what
  they seem to be.;**
  Master  of  Puppets (6-8)   He’s  a  murderer  and  a
  renegade wizard.  The bodyguards he’s built are just as
  bad.
  Phantasm Chasm (5-7) The orcs you’re tracking have
  done an awful lot of damage for mere orcs.
  The Wererats of Relfren (BXD&D; 3-6) This little mountain
  town will soon become known for more than it’s famous
  cheese.  Will you become part of the solution, or part of
  the problem?
  Issue #15
  (Dungeon’s 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 (BXD&D; 6-9)  You must stop the
  Slayer’s rampage-without slaying the Slayer.
  The Dragon’s 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  Elephant’s  Graveyard (5-7) 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 don’t dare explore.;*
  Necropolis (2-4)  A city  of  the  dead  hs  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  recove  the  bones  of  a  long-dead
  noble.  But he isn’t 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) Let’s just say that it was a bad day ot go
  to the marketplace.
  Whitelake Mine (2-4) “There’s this huge fish in my mine,”
  says the gnome, “and you’ve got one week to get rid
  of it.”
  Tallow’s 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?
  Chadranter’s 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 (sidetrek; 3-5) An entire  village
  appears overnight.  But where are the villagers?
  The Serpent’s 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 with-cards. ** DECK
  OF MANY THINGS
  Issue #20
  The Ship of Night (7-9)  An engineering marvel awaits
  you, as dos a legion of murderous “ghosts.”
  White  Fang (thief  10-solo)  If  a  company  of  warriors
  cannot steal the Gem of the Giants, perhaps one thief
  can.  Or so you’d like to think.
  Pride of the Sky (BXD&D; 8-12)  All that your departed
  aunt left you was a chance to get famous and rich, if
  the attempt doesn’t 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)  “That’s  right,” said  the
  druid.   “You  must  steal  the  giant’s  cauldron-without
  harming him in the slightest.”; **
  The Bane of Elfswood (BXD&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 it’s hunting for you.
  Jammin (SPELLJAMMER; any)  A roting ship holds the
  secrets of all the universe, but it’s crew wants you only
  for the “fuel” you carry.
  
  Incident at Strathern  Point (8-10) Before  you know it,
  you’ve wlaked 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 (8-10) The wicked Leopard Men might
  have loads of treasure-but no one has ever met one
  and lived to talk about ti.
  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 (BXD&D humanoids 1-3) You and your
  fellow humanoids are going to be diplomats!  Can you
  say “disaster”? I knew you could.
  Issue #23
  The Vineyard Vales (BXD&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 victi 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 you’re going to stop them.
  Issue #24
  (index 1-24; Poster of Issue #1 with ad)
  In the Dread of Night (BXD&D 1-3)  He wears black, hires
  orcs, and looks depraved-but don’t be fooled.  He’s 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 you’re
  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  (9
  th solo or 3
  rd 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)  You’ve tried
  talking  them  out,  punching  them  out,  and  zapping
  them  our,  but  you’ve  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)
  Hrothgar’s Resting Place (BXD&D; 4-7)  If the book is to
  believed,  there’s  a  magical  sword-completely
  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)  You’ve 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 (BXD&D; 6-8) Beware of cheerful-and
  long-fanged-employers!
  Deadfalls on Nightwood Trail (sidetrek/mini; 3-4)  Your
  best foot forward could well be your last.
  The Curse and the Quest (4-8)  What’s 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
  Tarfil’s  Tomb (BXD&D;  10-14)   A simple  cleric  has  a
  complicated vision-and you’ve 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:
  taxes…and death.
  Bride for a Fox (ORIENTAL; 4-8) Treachery so deep that
  even the villains can’t find the bottom.
  The School of Nekros (6-12)  The halflings loved their
  river until it filled up with dead things.  That’s 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.
  Manden’s Meathooks (sidetrek; 4-6) As a bandit gang,
  they weren’t 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 (BXD&D; 1
  st solo)  Most country inns are
  noted fo 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 it’s wake.
  Issue #29
  (side treks are called mini-adventures before this)
  (Cardboard maps for Ex Libris)
  Nymph’s 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/sidetrek; 1-2)  You
  can’t see it.  You can’t hear it.  But it wants you.  And as
  soon as you fall asleep, it’s 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.)
  …And a Dozen Eggs (FR; 1-3)  Waterdeep’s sewers were
  only moderately dangersou until the Mesozoic moved
  in.
  Elminster’s  Back  Door (FR;  any;  by  Ed  Greenwood)
  Before you try the door, ask yourself this:  Am I feeling
  lucky today?
  Ghazal (GH; 6-8) Slavery may not be worse than death,
  but you might come to think so before too long.;**; Map
  errata in #31.
  A Wrastle  With Bertrum (2+) A restful evening of troll-
  wrastling, banditry, and spontaneous tavern renovation;
  **
  Thiondar’s  Legacy (8-12)  An  elven  king  went  down
  inside a mountain and discovered an evil thing.  He’s
  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 don’t forget the Minions
  of Set!-jh)
  A Local  Legend (1-2) Every nine  years, three  people
  were murdered.  Soon, you’ll 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  an
  prevent forest failures.
  Hermes’ Bridge (7-10)  A troubled bridge over waters; *
  (too short!)
  Changeling (sidetrek; 8-10)  It’s big. It’s old.  It’s mean.
  But it’s white?  Not quite!
  Pearlman’s 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.
  Issue #33
  (Poster map of the cover of #29 abashai; holiday pix of
  the Dungeon staff p.76)
  That Island Charm (7-12) Here’s a tale of a big boat trip
  that started from 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 what’s wrong with their well?
  Alicorn (1-2) Goblins want  the unicorn  dea.  They’re
  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 boy’s missing
  friend?  The description he gives you is very strange.
  Rogue (sidetrek; 4-5) Many hunters have met the beast.
  Only one has lived to tell of it-so far.
  Isle of the Abbey (BXD&D; 1-3)  Nothing living guards
  this island-that’s a problem.; ** (a fun D&D adventure-jh)
  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)
  Twilight’s Last Gleaming (8-10) You’ll be lucky if you live
  to see the dawn’s early light.; * (lots of rooms)
  The Year of Priest’s Defiance (DARK SUN; 3-5)  In a world
  where water is more precious than gold, you’ve found
  an oasis-but you cannot drink a drop.
  The Whale (sidetrek; 1-3)  Last night the Vikings  were
  your hosts.  Now, you’re in the middle of their feud.
  Green Lady’s 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
    
  Asflag’s  Unintentional  Emporium (3-7)  The  wizard’s
  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 isn’t.
  Granite Mountain Prison (4-6) A rebel leader is locked in
  a prison from which there is no escape.  That’s 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 Wizard’s 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 (sidetrek; 2-4)  He wanted power
  but settled for scraps-for now.
  The Mud Sorcerer’s 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?
  Pandora’s  Apprentice (1-5)   Sugar  and  spice  and
  everything nice, that’s what little girls are made of-but
  not this one!
  Horror’s Harvest (RAVENLOFT; 2-4)  A bad seed has been
  planted in the dark soil of Ravenloft, and now it’s time
  to harvest the crops.; **
  Issue #39
  (Map for Fountain of Health)
  Below Vulture Point (0-1
  st) Kobolds and birds…and one
  little urd!
  Flowfire (SPELLJAMMER; 5-9) In the phlogiston, everyone
  can hear you scream (and you’ll scream a lot!)
  Last of the Iron House (2-4)  Horrible, wet, squishy things
  invade from the deep!
  The  Fountain  of Health (BXD&D; 1
  st) A drink  from the
  fountain can heal, but getting to the fountain is murder!
  The Fire Giant’s 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
  freez in the snow.  The choice is yours.
  Legerdemain (4-7) What’s going on behind the scenes?
  Don’t blow your lines, and you’ll find out.
  Issue #40
  Song of the Fens (1-3) Trolls can’t carry a tune, even
  with handles.  Or can they?
  Khamsa’s Folly (4-6)  He meant to reighn 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; 3-6) Some
  people merely survive earthquakes.  You can create
  one!
  Issue #41
  (survey results from readership)
  Deadly  Treasure (10+)  No  treasures  here  just  lying
  around to be taken.  This tomb’s riches fight back!
  The Well of Lord Barcus (sidetrek; 2-5) Don’t 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 they’d destroyed it forever, but this problem’s
  too big to go away.
  Hopeful Dawn (Greyhawk; 3-6) The prophecy is fulfilled.
  A new age is at hand…if you can survive this one night.
  Old Man Katan and the Mushroom Band (1-6) It’s about
  swamps and mushrooms and a lost cat.  That’s all we
  can say.
  Issue #42
  Whisteldown’s  Mantrap (sidetrek;  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.
  Izek’s  Slumber 
  (sidetrek;  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 (1
  st); The elen 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 #43
  Jacob’s Well (single player; 2-4) It’s alive, it’s hungry,
  and it’s growing.  And you’re on its menu.
  Moving Day (3-5) Moing to a new place is always a
  chore.  Now it’s deadly.
  Mayhem at Midnight (Dragonlance; 4-7) Get ready for
  a dazzling finale-yours.”
  King  Oleg’s  Dilemma (1-4)  Could  your  mission  be  a
  snow job?
  Into the Silver Realm (8-12) Never, ever steal a silver
  sword.
  Issue #44
  A Hot Day in L’Trel (1-3) The town is on fire, an you’re
  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.  It’s your job to stop
  them.
  Train  of  Events (6-10)  No outsider  has  ever  seen  the
  dwarven railroad. Now it’s up to you to get it back on
  track.
  Issue #45
  An  Artist’s  Errand (6-8)  The  reigar  believe  that  Art is
  everything, and this reigar will do everything to retrieve
  her stolen property.
  All Things Nice (sidetrek; 2-4) Some scoundrels can rob
  you with a smile.
  Rudwilla’s Stew (1-2) Combine adventurers, magic, and
  chopped monster.  Bring to a boil, simmer, then serve.
  Gritzel’s Guidance (sidetrek; 9+) All-seeing, all-knowing
  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.
  Issue #46
  (Cardboard cut-out maps)
  Dovedale (BXD&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 o Waen Fawr has a bad case of the
  fever.
  
  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 #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.”
  Quelkin’s Quandry (3-5) Reports of the owlbear incident
  were vastly exaggerated. “When is an evil mage not an
  evil mage?”
  Smouldering Mane (sidetrek; 7-10) Only you can stop
  wildfires. “Born free, dying young.”
  When the Light Goes Out (Solo; 1
  st level priest) Curse the
  darkness  or  light  another  candlefish.  “Watery  ghosts
  under a midnight sun.”
  Fraggart’s Contraption (1-2) They kidnapped the gnome
  for ransom.  Now they can’t gt rid of him. “It’ll 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,
  an  meet  their  goddess.  “A  little  gnolledge  is  a
  dangerous thing.”
  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 (BXD&D; 1-3) There’s 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) Wy does the caged bird sing?  To keep
  the ettins happy.  “A voice to make bards weep.”
  Sleeping Dragon (Council of Wyrms; 6
  th dragon PC’s) 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, don’t
  get in its way. “Something has waited long centuries for
  your arrival.”
  Two for the Road (sidetrek; 2-5) There are some people
  you just don’t want along on a trip. “Haunted, robbed,
  and swindled.”
  Lenny  O’Brien’s  Pot  O’  Gold (3-6)  The  Leprechuan’s
  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.
  Hair Today Gone Tomorrow (sidetrek; Level 1-2 warrior
  or  rogue)  Why  does  your  companion  continually
  disappear?  Someone 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 Vaka’s Curse (2-4 or 7+) Sail beyond the realm of
  the living.
  Back  to the Beach (1-2) Sound the Alarm of Danger
  Comes!
  The Object of Desire (BXD&D; 5-8) Mirror, mirror on the
  wall…What does the sultan want most of all?
  Felkovic’s  Cat (Ravenloft;  6-9)  This  cat  likes  its  meat
  cooked, and you’re on the menu
  Issue #51
  Nbod’s Room (SOLO; 4-5) Just one door, but lots of exits.
  Ailamere’s Lair (6-9) The sage’s 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, it’s too late!
  The  Witch  of  Windcrag 
  (BXD&D  sidetrek;  2-3)
  Guaranteed to ruffle your feathers.
  Journey  ot  the  Center-of-the-World (sidetrek  8-10)  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.
  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 Lady’s Mirror (6-8) Seven years bad luck is just the
  beginning
  Laughing Man (RAVENLOFT; 5-9) Laughing all the way to
  the grave…and beyond…
  Issue #53
  Spellbook  Masquerade (3-5) uncover masks beneath
  masks, and plots beneath plots…
  Clarshh’s Sepulchre (1) Someone or something still waits
  within the catacombs
  Serenade Before Supper (GREYHAWK 3-5) Music to lull
  the most savage adventurer’s heart.; **
  Elexa’s  Endeavor (BXD&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 (sidetrek; 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 Witch’s Fiddle (2-5) If you ever thought musicians
  were tempermental, wait until you meet the critics.
  Redcap’s  Rampage (BXD&D;  1-3)  Rats,  cats,  and
  double-drats.; **
  Eyes of the Iceborn (sidetrek; 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.”;
  **
  Issue #55
  Savage Beast (1-3) This mom gives new meaning ot the
  term “left-overs.”
  Umbra (PLANESCAPE; 6-9) A custody battle in the Cage
  becomes a job for the PC’s.
  Tulips  of  the  Silver  Moon (5-7)  When  the  citizens  of
  Tangreen say, “Don’t 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)  Don’t  mistake  this  wily  dragon  for  a
  bookwyrm.
  Janx’s Jinx (1-2) “Sick as a dog” takes on a whole new
  meaning.
  A Watery Death (7-10) There’s no place like hoem for a
  summoned elemental.
  The Bigger they Are (2-4) Sometiems it’s 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 (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 King’s question is, “Do
  you make housecalls?”
  The Rose of Jumlat (AL QUADIM; 3-7) In the desert, old
  hatereds die hard.
  Carcass Fracas (sidetrek; 1) This roadkill isn’t as harmless
  as it looks.
  The Murder of Maury Miller (1) Only two things in life are
  certain.; ***
  Cloaked in Fear (sidetrek 3-5) Don’t be afraid of the
  dark-be afraid of what’s in it!
  Issue #58
  A Bad Batch of Brownies (SOLO-DRUID; 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 (sidetrek; 1-4) The story tells of a
  king’s ransom in silver.  But what restless spirit  haunts
  those hills?
  The Barons Eyrie (RAVENLOFT; 3-7)
  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 Mother’s Curse (3-5) It’s a blessed event only if you
  can end the curse in time.
  Wedding Day (3-7) It’s up to you to make sure this is the
  happiest day of their lives-not the most embarrassing!
  Voyage of the Crimpshrine (1-4)”Just sit right back, and
  you’ll hear a tale, a tale of a fateful trip…”
  Issue #60 (Chief Editor:  Pierce  Watters;  Index  for  this
  issue moved to #61)
  SHARDS  OF  THE  DAY (-NIGHT  BELOW;  7-9;  Randy
  Maxwell; 24p.) Seek he scattered pieces of a powerful
  magical item in the Night Below.
  CENTAUR OF ATTENTION (sidetrek; 2-3; 2 p.) You have to
  see a man about a…er, nevermind.
  NEMESIS (Planescape;  7-12;  Christopher  Perkins;  30p.)
  Heads will roll if our heroes can’t find a quartet of stolen
  swords.  Come to think of it, heads will likely roll anyway.
  IASC (CELTIC CAMPAIGN; 3-4; Willie Walsh; 10p.) There’s
  something rotten in the highlands.  Iasc means ‘fish’ in
  Irish-Gaelic.
  Issue #61
  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;  7-12;  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
  DRAGON'S  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.
  BLOOD  ON  THE  PLOW 
  (sidetrek;  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.; ***
  RAT TRAP, THE (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.
  
  ESMERELDA'S BODYGUARD  (6-9; Paul F. Culotta; 7 p.) A
  monster lurks in the basement of Lady Esmerelda's villa.
  Unfortunately, a malfunctioning automaton refuses to
  let the heroes investigate.
  THE  GHOST  AT  WIDDER  SMITHER'S (sidetrek;  1-3;  John
  Baichtal; 2 p.) A spectral apparition appears in Widder
  Smither's house, but the real danger is trapped in the
  old woman's cellar.
  Issue #63
  HUNT FOR A HIEROPHANT (6-8; Chris Doyle; 14 p.) An
  army of bullywugs threatens to ravage the forest town
  of Charlotte unless the heroes can awaken the druid
  Leander from his magical hibernation.
  GNOME  DROPPINGS (SPELLJAMMER;  3-5;  Christopher
  Perkins; 8 p.) A strange metal cube plunges from the
  night sky, within which the heroes find the remnants of
  several autognomes.
  HUZZA'S GOBLIN-O-WAR (FORGOTTEN REALMS; 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 (sidetrek; 1-2; Johnathan M. Richards;
  2 p.) Sometimes, what you can't see can hurt you, as
  the adventurers soon discover when they try to protect
  a hysterical woman from an unseen assailant.
  BLOOD & FIRE (AL-QADIM; 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
  GROTTO OF THE QUEEN (FORGOTTEN REALMS; 6-9; Paul
  and  Shari  Culotta;  16  p.)  Clerics  of  Umberlee  have
  stolen  a  magical  boat  capable  of  travelling
  underwater.  To  retrieve  the  craft,  the  heroes  must
  penetrate the Bitch Queen's underground temple.
  BZALLIN'S 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.  To satisfy their customers, they're serving frog legs
  made from the captured members of a grippli tribe.
  Issue #65  (Survey insert for the future of the D&D game)
  KNIGHT OF THE SCARLET SWORD (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.; ***
  ICE TYRANT, THE (DRAGONLANCE: FIFTH AGE-Adaptable
  to  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.
  UNKINDNESS OF RAVENS, THE
  3-5; Jason Kuhl; 13 p.) An evil scarecrow brings murder
  and mayhem to Crawford Manor when he mistakingly
  believes  a  flock  of  wereravens  stole  his  amulet  of
  protection.; ***
  BEAST  WITHIN,  THE  (FORGOTTEN  REALMS;  1-3;  Paul
  Hamilton Beattie, Jr.; 4 p.) A priest of Ilmater is afflicted
  with the curse of lycanthropy.
  Issue #66
  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 (sidetrek; 4-6; Christopher Perkins; 2
  p.)  An  evil  werebadger  uses  a  dwarf's  thirst  for
  vengeance to steal the treasure of a reclusive stone
  giant.
  SUNKEN  SHADOW,  THE (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.; ***
  PETRIFYING PRIESTESS, THE (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.
  EYE OF THE STORM (sidetrek; 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.
  LITTLE PEOPLE, THE (sidetrek; 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
  THE ARTIST'S 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  WINTER'S  NIGHT (sidetrek;  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 sidetrek; 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 MERKLAN'S 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.
  Issue #69
  SLAVE  VATS  OF  THE  YUAN-TI (Forgotten  Realms;  3-5;
  Jason Kuhl; 18p.) Strange things are a-slither in Wolfhill
  house. The first adventure of  THe Mere of Dead Men
  series.
  CHALLENGE  OF  CHAMPIONS II  (any  level;  Jonathan
  Richards; 18p.) Competition always brings out the best -
  and worst - in everyone.; ***
  STUMPING  THE  PARTY
   (sidetrek;  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)
  HOMOCULOUS 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 (sidetrek; 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.; **
  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  sidetrek;  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.
  Issue 
    
  #72
    
   (AD&D Fast Play game insert)
  No Stone Unturned (3-5) Why are zombies appearing in
  the  sreets  of  Jevid?   You’ll  have  to  dig  ot  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 (1-3) The search  for  a magical  stone
  requires sharp swords and even sharper diplomacy.
  Eye  of  Myrkul (Forgotten  Realms,  6-8)  Retrieve  the
  bones of a dracolich to save the life of a paladin.  The
  epic conclusion of the Mere of Dead Men series!
  The Setting Sun (Greyhawk, 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-they’re petrified!
  The Necromancer's Pet (sidetrek; 4-6) Man’s 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 maurauders 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 (sidetrek; 4-6) For whom
  do these  statuesque  widows  week?   They weep  for
  thee.
  Issue 
    
  #75
    
  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 ot win it back.
  The  Forgotten  Man (6-8) One  man’s  destiny-and  the
  fate of the realm-is in your hands.
  Into the Nest of Vipers (Forgotten Realms, 1-3) A Priest of
  Talona has concocted the deadliest poison, and this
  Assassins’ Guild is willing to kill for it.
  Issue 
    
  #76
    
    (Black-Isle CRPG insert)
  The  House  on  the  Edge  of  Midnight (Ravenloft,  4-6)
  Tragedy haunts the Ransay family and all who stumble
  into their domain.
  A  Day  at  the  Market (sidetrek;  2-4)  From  horned
  behemoths  to  belching  blobs,  this  market’s  full  of
  wonders.
  Mertylmane's Road (5-7) A cold death awaits you in
  Kaloria’s arctic wasteland.
  Crusader (3-6) The search for a paladin’s sword leads to
  a wizard’s 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
  Issue 
    
  #77
    
  Visiting  Tylwyth (1) A spurned  witch  and  her  kobold
  henchmen make life difficult for poor Uncle Tylwyth.
  A Feast of Flesh (sidetrek; 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 (sidetrek; 1-3) it’s all in the delivery.
  To Walk Beneath the Waves (3-5) Danger arises from the
  deep.  Have the vicious sea devils returned?
  Issue
   
    
  #78
    
   
  (Chris  Perkins  takes  over  as  Chief
  Editor/Designer)
  Lear the Giant-King (9-11) The storm to end all storms
  heralds  this  epic  tale  of  love,  woe,  madness,  and
  betrayal.; **
  Veiled  Threats (sidetrek;  4-6)  The  baron  has  an
  important quest for you-but first, a message from our
  sponsors…
  Peer  Amid  the  Waters (1-2)  The  nixies  have  found
  something strange in their lake.
  Unexpected Guests (sidetrek; 4-6) Need a safe place to
  spend the night?  Try this bag on for size!
  Trail  of  the  Frog (sidetrek;  3-4)  Becoming  the  Tribe
  Mother’s concubine is no simple task!
  The Winter Tapestry (5-8) A tapestry holds clues  to a
  dead dragon’s hoard, but on the boldest heroes can
  penetrate the dragon’s icy lair.
  Deepstrike (Alternity, 6-8) Grab your flippers and your
  speargun-you’re goin’ fishing!
  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.”; ***
  The Best Laid Plans (sidetrek; 1) The criminal exploits of
  Bruiser Holloway are cut short by a string of bad luck
  and a band of fledgling heroes.
  Bad Seeds (1-3) A brief stopover at the Hawk’s 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
  Iakhovas’s rampage across the Sea of Fallen Stars, the
  mer-city of Voalidru remains in the clutches of evil.  Can
  you free the city from Qol’in’taroq?
  Issue 
    
  #80
    
  Fortune Favors the Dead (5-7) Finding the lost treasure of
  Salamanca  is  easy.   Retrieving  the  map-now  that’s
  hard.
  The  Frothing  Miscreant (Forgotten  Realms, 2-4)  An ill-
  tempered gnome takes revenge to new heights and
  proves to the world that he’s no small threat.
  Challenge  of  Champions  III (all  )  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 (sidetrek; 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 
  (sidetrek;  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?
  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 timid…or the weak.
  Skulking Below (AD&D, 1-2) Finding the local thieves’
  guild can be more difficult than you think!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Dungeon Magazine Index.pdf