Which classic issues of Dungeon Magazine are best?

Knightfall

World of Kulan DM
Dungeon Magazine has a long tradition and everyone has their favorite adventures, but what I'd like to find out is which older issues of Dungeon Magazine are people's favorites.

I'm talking pre-3rd Edition. Which old school issues are worth having, even now? Which issues blew your mind and spawned dozens of adventure ideas?

What are the "classic" issues of Dungeon Magazine?

Just stirring the pot,

Knightfall
 

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One of my favorite older issues is #13 (I need to dig it out and read it again), which features two excellent dungeon crawls, "The Ruins of Nol-Daer," "The Moor-Tomb Map," and what I think is the best BECMI D&D adventure that appeared in Dungeon, "Of Nests and Nations."
 

I'm a big fan of the works of Grant and David Boucher, and their modules appear in several issues within the first 20:

"Into the Fire" (in #1)
An ancient menace lurks behind a mysterious death.

"Trouble at Grog's" (in #4 - a great starter adventure!)
Who is behind the strange happenings in the town of Dagger Rock?
Co-authored with David Boucher

"The Plight of Cirria" (in #9)
A friendly dragon is kidnapped by a ruthless wizard.

WERERATS OF RELFREN, THE* (in #14)
Written by: Grant Boucher and William K. Wenz

OUT OF THE ASHES* (in #18)
Written by: Grant S. Boucher
Description: The red dragon Flame has returned and found himself a new lair -- a crystal citadel hovering above a sea of burning lava.
The sequel to "Into the Fire" (Issue #1).

ANCIENT BLOOD* (in #20)
Written by: Grant and David Boucher
Description: Heroes must journey to Mok-Turoknin's ancestral keep and find some way to undo an evil curse which has brought the frost giant king back from the grave.

Also very worthy of note:

HIRWARD'S TASK* (in #5; great art in this module, and PCs are hired by the owner of the dungeon to stop the air elemental, not to loot his lair---an excercise in restraint is called for!)
Written by: Rich Stump
Description: A loses control of his summoned air elemental and depends on heroes to deal with the problem.

FORBIDDEN MOUNTAIN (in #6: this is a non-euclidean dungeon)
Written by: Larry Church
Description: The characters travel to the Forbidden Mountain in search of treasure.
 

"Tallow's Deep" is one I really liked (issue 18). I have a whole region named Tallowsland in my campaign world because of it. "Chadranthor's Bane" in the same issue was a favorite of mine.

Issue 20 has the excellent "Pride of the Sky" adventure, which again featured prominently in my early campaign world.

I always wanted to run "A Rose for Talakara" in issue 25, but it never fit in a storyline. I need to look at it again and see what I can do with it.
 

I have to second "Into the Fire," "Trouble at Grog's," and "Hirward's Task" as fantastic older adventures, and add the following:

"The Keep at Koralgesh" (in #2)
The heroes explore a ruined kingdom built into a mountain.

"The Trouble with Mylvin Wimbly" (in #5)
The heroes aid a halfling against a wizard and his servants in a forest.

"Umbra" (in #55)
The heroes aid a budding demigod in Sigil (Planescape setting).

I can't tell you how many gaming groups I've launched with "The Keep at Koralgesh." I keep adapting it to each new edition, because it's the quintessential dungeon crawl.
 


A few of my all-time favorite Dungeon adventures:

#29 - Ex Libris. A library with moving rooms!
#26 - Granite Mountain Prison. A prison-break from a prison that rotates.
#39 - Legerdemain. Adventure that takes place in a theater.
#43 - Jacob's Well. Single player survival horror.
#44 - Train of Events. Ambush on a dwarven train.
#54 - Unhallowed Ground. Murder in a monastery.
 



Here's a list of the "classic" Dungeon Mags that I own...

#15; #18; #32; #34; #39; #41; #45; #49; #52 to #54; #56; #61 & #62; #65; #67 to #81.
 

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