23 May 2011

Classic DnD Dungeon Magazine Adventure Index - part 1

I've combed through my collection of Dungeon magazines, and documented all the published adventures for BX, BECMI and RC D&D.

As you can see, I've made these indices a bit more helpful than those usually found online, including notes on the intended setting, party make up & levels, and a brief description of the premise of the adventure to help you pick an adventure that's right for your group and campaign. Additionally, since a lot of folks have a favorite author or two whose work they value above others, I've listed the author of each adventure.


Here we go!

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.