Dungeon Magazine Issue # - Title - Description
031 - Beyond the Glittering Veil - A mystic Gate has opened to a dark world, and Shadows threaten the population. Travel through the gate to a lost city of a forgotten psionic race, and put an end to the threat, and the schemes of the Shades who now live there. Involves Psionics, and temporarily grants “Wild Talents” to PCs.
039 - Fire Giant's Daughter, The - A young fire-giant Priestess needs the help of adventurer-champions to escape the hold of magic and tradition that her conservative sorcerer/father holds over her. Defeat the male giants of the clan in a series of contests and win the freedom of the giantess.
047 - Smoldering Mane - A fire rages on the savannah, threatening a wemic pride who can do nothing to stop it. Battle the flames and an angry elemental who feeds them.
068 - Stepping Stones - Convince Fire-breathing Centaurs to lead the way to Stonehenge-like monoliths which are actually petrified trolls carrying ingots of ancient dwarven gold. Retrieve a magic crown which will allow retrieval of the gold once trolls are defeated.
077 - Wind Chill - The Air Elementals known as Windigo are mean-tempered and territorial hunters who like nothing better than tormenting bands of adventurers who wander into their domains. Escape the snowy mountain pass before becoming dinner for an Elemental who enjoys playing with its food.
082 - Playing with Fire - A crystal key unlocks the door sealing the dungeon temple-lair of a Bandit Lord and minions who worshipped a Flame God. Investigate the ruins, but beware of the minions of the Flame Lord who still remain. Some just want to go home, while others want a fresh supper.
084 - Halls of Huhueteotl, The: Lord of Fire - Temple complex built into underground fire-cave. Could become part of a city. Also well suited to dwarven cultures.
086 - Storm Dancers - A strange, magical storm is wreaking havoc upon a treant’s forest. Investigate the cause of the storm and close the elemental portal which is causing it.
092 - Lord Flame - A Salamander trapped on the Prime Material Plane has become a lord of burning destruction.
110 - Last Stand at Outpost Three - The wellhouse at Outpost Three is under attack by bands of elves and waves of undead. Hold your part of the walls and maintain the defense until reinforcements arrive, or perhaps pursue the enemy into the desert. Launching point for a Dark Sun campaign.
125 - Pit of the Fire Lord - Shards of Eberron - A power-hungry aristocrat attempts to open a portal to the elemental plane of fire which will destroy Sharn.