By Ray Franklin
The halflings of the Great Swamp have fished that bayou for generations. Now the lizardfolk are stirring up trouble for no apparent reason, and the disturbances seem to be centered around a fabled structure whose crumbling parapets are nearly submerged beneath the surrounding swamp. An adventure for characters of levels 3-5.
By Logan Bonner
Rune magic is older than mankind; older even than some surviving gods. Deep in the Chaos Scar are spots where runic energy is vibrant and alive and shimmering at the edge of awareness. A creature armed with certain ancient, banned runes could wreak unimaginable havoc at those locations. An adventure for characters of levels 10-12.
By Greg Bilsland and Bruce R. Cordell
To be a modron is to be part of a strict hierarchy that is literally built into them. They are eternally vigilant against chaos and eternally at war against entropy. If you travel the planes of existence via portals, eventually you will meet them.
By Robert J. Schwalb
The stories about Boss Laughter are nearly as frightening as his appearance. Those stories might be true, or they might be false, but this much is certain: Boss Laughter concocts the most amazing, deadly—and beneficial—potions known.
This month, we get to explore one of the first D&D dungeons ever created and experience it in a whole new light: featuring the Dungeon! Fantasy Board Game. Plus, the Elder Elemental Eye!
I hope you like owlbears, pirates, and deathtraps, 'cause this issue's full of them! This month in Dungeon: Storm the island stronghold of the dread pirate Braxis. Race your owlbear over the mountain. And survive the Tomb of Horrors!
Storm the abyssal palace of the demon lord Graz'zt in search of a lost angel. See what haunts the ruined moat house near Hommlet. Escape the Twisted Thickets and have your revenge.