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242 adventures found
Cover of Death in Freeport
Death in Freeport
3.5 Edition
Levels 1–3
32 pages
0

Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of The Prince of Redhand
The Prince of Redhand
3.5 Edition
Level 15
32 pages
0

Prince Zeech, the ruler of the town of Alhaster and lord of the domain of Redhand, is throwing a party. Bandits, slavers, pirates, and worse have been invited, along with a mysterious woman who holds the key to the coming apocalypse. "The Prince of Redhand" is the eighth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #340 of Dragon presents guidelines for what the PCs can do to dress to impress, and perhaps eke out a few precious bonuses on their Diplomacy checks. Pgs. 48-79

Cover of The Bonegarden
The Bonegarden
3.5 Edition
Levels 12–14
128 pages
0

Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?

Cover of Dungeon Crawl Classics #1: Idylls of the Rat King
Dungeon Crawl Classics #1: Idylls of the Rat King
3.5 Edition
Levels 1–3
36 pages
0

Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…

Cover of Queen with Burning Eyes
Queen with Burning Eyes
3.5 Edition
Level 1
17 pages
0

Take your first exciting foray into D&D's newest campaign setting with a deadly exploit in Sharn, City of Towers. Descend into the ruined undercity to face the legacy of the daelkyr, aberrations from the evil plane of Xoriat, and come face to face with the Queen with Burning Eyes! Pgs. 16-32

Cover of Of Sound Mind (Revised 3.5 Edition)
Of Sound Mind (Revised 3.5 Edition)
3.5 Edition
Levels 1–2
54 pages
0

In the town of Bellhold, it's not difficult to realize that something is wrong. Everyone is irritable and suffering from nightmares, children are missing, and the local adventuring company has been gone for a week. Yet the townsfolk's headaches are sure to pass, so the mayor is not especially worried. He should be. Of Sound Mind flings you into a maelstrom of trouble, for the situation is much, much worse than it first appears. Before your investigation is over, you will be dangling from cliffs, descending deep into a mountain's bowels, uncovering lost hoards of treasure, fleeing from people you thought were friends, and desperately trying to outwit an enemy that is far more than you could ever imagine. The fate of thousands hinges on your success or failure. Think your up for it? Published by Fiery Dragon

Cover of Foundation of Flame
Foundation of Flame
3.5 Edition
Level 15
28 pages
0

Wherein the weather takes a turn for the worse. All hell breaks loose in the city of Cauldron, as a long-dormant volcano sputters to life. The heroes must deal with the terrible consequences, ushering citizens to safety and negotiating fiend-filled streets littered with collapsed buildings. And with the death of the Lord Mayer, who will lead what's left of the City? "Foundation of Flame" is the eighth adventure in the Shackled City Adventure Path. Pgs. 56-84

Cover of Riding the Rail
Riding the Rail
3.5 Edition
Level 5
10 pages
0

Lightning rail rides in Breland are never as relaxing as they should be, especially when the coach is being used to transport a monolith hauled from the mysterious depths of Xen'drik Can the unsuspecting PC's overcome their surprise in time to repulse the invaders from the inside, or will they finish their journey in chains? Pgs. 18-27

Cover of Aldriv's Revenge
Aldriv's Revenge
3.5 Edition
Levels 1–3
48 pages
0

Duke Aldriv III has been brutally murdered. His brother, Prince Cardor, disappeared under mysterious circumstances. Mordeln, the bastard son of the Prince, is under suspicion. But Mordeln claims to be innocent, and fears he will be the assassins' next target. Let your plater characters' personalities come alive as they join forces with Mordeln in his desperate race to find his missing father. Will the players find the Prince before the assassins do? Or will they too fall victim to the mysterious figure manipulating the events from behind the scenes?

Cover of Dungeon Crawl Classics #5: Aerie of the Crow God
Dungeon Crawl Classics #5: Aerie of the Crow God
3.5 Edition
Levels 7–9
64 pages
0

Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband’s body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too…

Cover of The Lair of Sarkt
The Lair of Sarkt
3.5 Edition
7 pages
0

Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88

Cover of Here There Be Monsters
Here There Be Monsters
3.5 Edition
Levels 7–9
29 pages
1

A long, perilous ocean journey behind them, the crew of the Sea Wyvern finds itself shipwrecked on the Isle of Dread. Their destination lies well over 150 miles to the south, miles heavy with the threat of the island's terrible inhabitants. Yet the unknown enemies are far more sinister, for more than just dinosaurs hunt the vast jungles. Before long, a cunning fiend picks up their trail, and its duplicitous master demands their sacrifice. "Here There Be Monsters" is the fourth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon explores the Isle of Dread in detail, providing a complete ecology of the island and the writing of Larissa Vanderboren. This article can be used as a player handout to represent the journals the group recovered from the Vanderboren family vault in the first adventure in the Campaign. Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. Pgs. 32-60

Cover of Torrents of Dread
Torrents of Dread
3.5 Edition
Levels 4–8
16 pages
0

A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.

Cover of Fallen Angel
Fallen Angel
3.5 Edition
Level 3
12 pages
0

On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29

The Twilight Tomb
3.5 Edition
Low Level
31 pages
0

Shadows in the forest deepen as an Oracle among the Yuirwood's half-elf inhabitants fire tells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like it's counterparts elsewhere in the Yuirwood, this stone henge allows for travel to travel to another place - but where? And what growing darkness awaits those bold enough to find out?

Cover of Ptolus: Queen of Lies
Ptolus: Queen of Lies
3.5 Edition
Level 11
48 pages
0

Written by the setting’s creator, incomparable RPG author Monte Cook, Ptolus: Queen of Lies is an action-packed fantasy adventure painstakingly re-designed for Ptolus: Monte Cook’s City by the Spire. Involving numerous challenging scenarios for characters of 11th level, Queen of Lies is filled with dozens of dark elf personalities, cunningly showcasing their alien culture—a world of merciless betrayal and sinister lusts. Deep below the surface, in the sunless lands of the Netherdeep, creatures of darkness build weapons and amass armies, dreaming of invasion. An attack on a peaceful elven shrine in Emerald Hill sends the heroes on a quest to retrieve stolen artifacts and kidnapped friends. All signs point to the actions of the dark elves of Ul-Drakkan, far below the city of Ptolus. However, even within that ancient fortress, there exists a deeper darkness.... Underground enemies lurk beyond every twisting passage, and strange creatures abound. The foul culture of the dark elves is both decadent and cruel, and the heroes may discover that they’ve stumbled into a web of deceit and treachery spun by the self-styled queen of the dark elves. Can the player characters complete their mission without being discovered, or will they find out, perhaps too late, that their actions been orchestrated all along by the wicked Queen of Lies? Published by Fiery Dragon Productions

Cover of Voyage of the Golden Dragon
Voyage of the Golden Dragon
3.5 Edition
Level 7
36 pages
0

The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace among the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover the secret enemy lurking in their midst? "Voyage of The Golden Dragon" is a stand-alone adventure for the Dungeons & Dragons game that immerses your characters in the Eberron campaign setting. Designed to challenge 7th-level characters, it takes heroes on a perilous journey from Sharn to Stormreach and also serves as a launching pad for adventures the world over.

An Act of Betrayal
3.5 Edition
Levels 1–2
14 pages
0

A short adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers must contact a recently-captured resistance fighter to uncover the identity of a traitor.

Cover of GameMastery Module U1: Gallery of Evil
GameMastery Module U1: Gallery of Evil
3.5 Edition
Level 8
32 pages
0

The great city of Absalom is known as a center for trade, education, and art. Inside the Ivy District reside dozens of famous artists, but one has the talent to bring his paintings to life and use paint to conjure terrible monsters bent on destruction. Can the player characters stop the mad painter before he perfects his art? Gallery of Evil is an urban adventure for 8th-level characters, compatible with the world's most popular fantasy roleplaying game. This adventure includes details on the metropolis of Absalom's Ivy District, as well as the home of the diabolical artist and his twisted works. The PCs must track down the deadly paintings and discover the true identity of the artist behind it all.